#version 450 // Decor, drawn by ui.vert.glsl like a cell, its track's transition included, // and blended as the overlay pipeline blends (backgroundLayerBlend). Ink (a // cursor) is drawn with the opacity uniform at 1. // // Flat: a hard-edged fill (a rule, a rail, a grip mark, a bar cursor). Its // colour rides in the cell's ground (a_bg), its coverage in a_fg.r, so the // result is the overlay pipeline's exactly. // // Checker (flag 0x08000000): two colours in squares, or in stripes, see main. // // Soft (flag 0x10000000): a rectangle's shadow, rim or glow blurred by a Gaussian, // in closed form (the product of two erf edges), on one quad grown by 3 // sigma: no blur pass. Everything is in the quad's own 0..1 space, so a // track's transform carries it: sigma per axis in the uv, the caster's // offset from its shadow in fg.gb, the strength in fg.r. The caster's own // rectangle is left alone (it is drawn already), and the alpha is pre-warped // so black darkens in linear light, then dithered so it never bands. layout(std140, set = 3, binding = 0) uniform UiUniforms { float background_opacity; } u_ui; layout(location = 0) in vec2 v_uv; layout(location = 1) in vec3 v_fg; layout(location = 2) in vec3 v_bg; layout(location = 3) in vec2 v_cell_uv; layout(location = 4) flat in uvec4 v_effect; layout(location = 5) flat in vec4 v_clip; layout(location = 0) out vec4 o_col; // erf to about 4e-4 (Winitzki's approximation): smooth, cheap, odd. float erfApprox(float x) { float x2 = x * x; const float a = 0.147; float e = sqrt(1.0 - exp(-x2 * (1.2732395 + a * x2) / (1.0 + a * x2))); return x < 0.0 ? -e : e; } // How much of [lo, hi] a Gaussian of sigma s centred at x covers. float edge(float x, float lo, float hi, float s) { float k = 0.70710678 / s; return 0.5 * (erfApprox((x - lo) * k) - erfApprox((x - hi) * k)); } float ign(vec2 p) { return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); } void main() { if (v_clip.z >= v_clip.x && (gl_FragCoord.x < v_clip.x || gl_FragCoord.x >= v_clip.z || gl_FragCoord.y < v_clip.y || gl_FragCoord.y >= v_clip.w)) discard; float opacity = clamp(u_ui.background_opacity, 0.0, 1.0); // Checker (flag 0x08000000): squares of v_uv.x pixels from the quad's // own corner, so it moves with its rail, in the ground's colour and the // ink's (lapis's scroll track). vec2 in_quad = v_cell_uv / max(vec2(dFdx(v_cell_uv.x), dFdy(v_cell_uv.y)), vec2(1e-6)); if ((v_effect.x & 0x08000000u) != 0u) { ivec2 q = ivec2(floor(in_quad / max(v_uv.x, 1.0))); // v_uv.y set: stripes across the quad (lapis's title bar), not squares. int k = v_uv.y > 0.5 ? q.y : q.x + q.y; o_col = vec4(((k & 1) == 0 ? v_bg : v_fg) * opacity, 1.0); return; } if ((v_effect.x & 0x10000000u) == 0u) { o_col = vec4(v_bg * opacity, v_fg.r); return; } vec2 s = v_uv; vec2 m = 3.0 * s; vec2 p = v_cell_uv; vec2 caster0 = m - v_fg.gb; vec2 caster1 = 1.0 - m - v_fg.gb; if (all(greaterThanEqual(p, caster0)) && all(lessThan(p, caster1))) discard; float a = v_fg.r * edge(p.x, m.x, 1.0 - m.x, s.x) * edge(p.y, m.y, 1.0 - m.y, s.y); // Black darkens in linear light; a light colour (a rim, a glow) is laid // on as it is, within ยง8.2's 25%. if (all(equal(v_bg, vec3(0.0)))) a = 1.0 - pow(max(1.0 - a, 0.0), 1.0 / 2.2); a = clamp(a + (ign(gl_FragCoord.xy) - 0.5) / 255.0, 0.0, 1.0); o_col = vec4(v_bg * opacity, a); }