#version 450 // pardes's Shadertoy prefix (docs/render-pipeline.md ยง6), put before every // post pass: a bundled one in shaders/post/ at build time, a user's file at // run time. The uniform names, types and std140 order are ghostty 1.3.2's // (src/renderer/shaders/shadertoy_prefix.glsl), so a shader written for // ghostty runs here; only the bindings are SDL GPU's (a fragment shader's // textures in set 2, its uniform blocks in set 3). Y is down everywhere, as // on ghostty's Metal renderer: fragCoord, iChannel0's uv and the cursor // rectangles share one top-left space, and iCurrentCursor is (left x, // BOTTOM-edge y, width, height) in framebuffer pixels. layout(set = 3, binding = 0, std140) uniform Globals { uniform vec3 iResolution; uniform float iTime; uniform float iTimeDelta; uniform float iFrameRate; uniform int iFrame; uniform float iChannelTime[4]; uniform vec3 iChannelResolution[4]; uniform vec4 iMouse; uniform vec4 iDate; uniform float iSampleRate; uniform vec4 iCurrentCursor; uniform vec4 iPreviousCursor; uniform vec4 iCurrentCursorColor; uniform vec4 iPreviousCursorColor; uniform int iCurrentCursorStyle; uniform int iPreviousCursorStyle; uniform int iCursorVisible; uniform float iTimeCursorChange; uniform float iTimeFocus; uniform int iFocus; }; // ghostty's one block, cut in three: SDL GPU binds at most 4 KiB of a // uniform block (Vulkan), and the palette alone is 4 KiB. The names and // their order are ghostty's; each block is a slice of the same memory. layout(set = 3, binding = 1, std140) uniform Palette { uniform vec3 iPalette[256]; }; layout(set = 3, binding = 2, std140) uniform Colors { uniform vec3 iBackgroundColor; uniform vec3 iForegroundColor; uniform vec3 iCursorColor; uniform vec3 iCursorText; uniform vec3 iSelectionForegroundColor; uniform vec3 iSelectionBackgroundColor; }; // pardes's own: pardesOpaque is 1 when the window is opaque, so a pass // cannot punch holes in it through its alpha; pardesLevel is a bundled // pass's strength, 1 to 3 (`Crt 3`), and 0 for a user's file; pardesScale // is the display's density (2 on a 2x screen), for a pass whose pattern is // in logical pixels. iResolution, fragCoord and iMouse stay in the display's // pixels, as ghostty's do. pardesCap is the most a bundled pass may do on // this theme and still leave its text, and its selection's, at their own // contrast or 4.5 (docs/effects.md); pardesSpare holds pardesSpareCount // rectangles (x0, y0, x1, y1 in fragCoord's pixels) a bundled pass leaves // alone: every tag, grip and notice, and the cursor, so no pass ever touches // a focus indicator. layout(set = 3, binding = 3, std140) uniform PardesPost { float pardesOpaque; float pardesLevel; float pardesScale; float pardesCap; float pardesSpareCount; vec4 pardesSpare[32]; }; bool pardesSpared(vec2 p) { for (int i = 0; i < int(pardesSpareCount); i++) { vec4 r = pardesSpare[i]; if (p.x >= r.x && p.y >= r.y && p.x < r.z && p.y < r.w) return true; } return false; } // A bundled pass's constant at levels 1, 2 and 3. float pardesByLevel(float one, float two, float three) { return pardesLevel < 1.5 ? one : (pardesLevel < 2.5 ? two : three); } #define CURSORSTYLE_BLOCK 0 #define CURSORSTYLE_BLOCK_HOLLOW 1 #define CURSORSTYLE_BAR 2 #define CURSORSTYLE_UNDERLINE 3 #define CURSORSTYLE_LOCK 4 layout(set = 2, binding = 0) uniform sampler2D iChannel0; layout(location = 0) out vec4 _fragColor; #define texture2D texture void mainImage(out vec4 fragColor, in vec2 fragCoord); void main() { mainImage(_fragColor, gl_FragCoord.xy); if (pardesOpaque > 0.5) _fragColor.a = 1.0; } // The shader's own lines count from 1, so glslc's errors name them. #line 1