#version 450 layout(set = 2, binding = 0) uniform sampler2D u_image; layout(location = 0) in vec2 v_uv; layout(location = 1) in vec2 v_panel_uv; layout(location = 2) flat in uvec4 v_effect; layout(location = 0) out vec4 o_col; float cellNoise(uint serial, uint col, uint row) { uint x = serial ^ (col * 0x9e3779b9u) ^ (row * 0x85ebca6bu); x ^= x >> 16; x *= 0x7feb352du; x ^= x >> 15; x *= 0x846ca68bu; x ^= x >> 16; return float(x & 0xffffu) / 65535.0; } // The same seven procedural ASCII marks as ui.frag.glsl and the macOS Metal // panel kernel. Native attachments are content in the panel, so they should // not switch to a smaller two-symbol animation when the glyph grid over them // is using `. : + * # % @`. float asciiGlyph(vec2 uv, int glyph) { vec2 p = uv * 2.0 - 1.0; float thin = 0.12; float dotShape = 1.0 - smoothstep(0.10, 0.20, length(p - vec2(0.0, 0.45))); float barH = 1.0 - smoothstep(thin, thin + 0.08, abs(p.y)); float barV = 1.0 - smoothstep(thin, thin + 0.08, abs(p.x)); if (glyph == 0) return dotShape; if (glyph == 1) return max(dotShape, 1.0 - smoothstep(0.10, 0.20, length(p + vec2(0.0, 0.45)))); if (glyph == 2) return max(barH, barV); if (glyph == 3) { float d0 = 1.0 - smoothstep(thin, thin + 0.08, abs(p.x - p.y)); float d1 = 1.0 - smoothstep(thin, thin + 0.08, abs(p.x + p.y)); return max(max(d0, d1), max(barH, barV)); } if (glyph == 4) { float rails = max( 1.0 - smoothstep(thin, thin + 0.08, abs(abs(p.x) - 0.34)), 1.0 - smoothstep(thin, thin + 0.08, abs(abs(p.y) - 0.34)) ); return rails; } float ring = 1.0 - smoothstep(thin, thin + 0.08, abs(length(p * vec2(0.8, 1.0)) - 0.48)); return max(ring, glyph == 6 ? dotShape : 0.0); } void main() { vec4 source = texture(u_image, v_uv); uint effect = v_effect.x & 0x7fffffffu; bool oldLayer = (v_effect.x & 0x80000000u) != 0u; float progress = clamp(uintBitsToFloat(v_effect.y), 0.0, 1.0); uvec2 dimensions = max( uvec2(v_effect.w & 0xffffu, v_effect.w >> 16), uvec2(1u)); uvec2 cellCoord = min( uvec2(floor(max(v_panel_uv, vec2(0.0)) * vec2(dimensions))), dimensions - 1u); float noise = cellNoise(v_effect.z, cellCoord.x, cellCoord.y); if (effect == 3u) { bool reveal = progress >= 1.0 || (progress > 0.0 && noise < progress); if (oldLayer == reveal) discard; o_col = source; return; } if (effect == 4u) { float diagonal = float((cellCoord.x + cellCoord.y * 2u) % 17u) / 17.0; float threshold = noise * 0.72 + diagonal * 0.28; bool reveal = progress >= 1.0 || (progress > 0.0 && progress >= threshold); bool wave = !reveal && progress > 0.0 && progress + 0.22 >= threshold; if (oldLayer) { if (wave || reveal) discard; o_col = source; return; } if (reveal) { o_col = source; return; } if (!wave) discard; vec2 cellUV = fract(v_panel_uv * vec2(dimensions)); int glyph = min(int(floor(noise * 7.0)), 6); float mark = asciiGlyph(cellUV, glyph); float luma = dot(source.rgb, vec3(0.2126, 0.7152, 0.0722)); vec3 paper = source.rgb * 0.10; // Preserve source colour when it already separates from the dimmed // paper. Solid black pixels have no such separation, so derive a // readable mark from their own luminance instead of letting the ASCII // phase disappear on dark images/PDF regions. vec3 contrastInk = luma > 0.5 ? vec3(0.0) : vec3(1.0); float sourceContrast = smoothstep(0.025, 0.14, length(source.rgb - paper)); vec3 ink = mix(contrastInk, source.rgb, sourceContrast); vec3 dimInk = mix(paper, ink, 0.62); o_col = vec4(mix(paper, dimInk, mark), source.a); return; } o_col = source; }