#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; uniform vec3 iPalette[256]; uniform vec3 iBackgroundColor; uniform vec3 iForegroundColor; uniform vec3 iCursorColor; uniform vec3 iCursorText; uniform vec3 iSelectionForegroundColor; uniform vec3 iSelectionBackgroundColor; }; // pardes's own: 1 when the window is opaque, so a pass cannot punch holes // in it through its alpha. layout(set = 3, binding = 1, std140) uniform PardesPost { float pardesOpaque; }; #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 // Crt: a slot-mask tube's light, with nothing that moves a pixel. There is // no barrel: every click lands where it is drawn, rails and grips at the // window's edges included. What is left is light: a beam profile for the // scanlines, an aperture mask, a soft bloom of the brightest ink, a faint // vignette and the hum of a live tube. Everything is worked out in linear // light and dithered back into 8 bits, so the vignette never bands. It is a // Shadertoy file: pardes puts its prefix before it (shaders/post/prefix.glsl). const float TAU = 6.28318530718; const float CHROMA_PX = 0.35; // red and blue apart, at the corners const float BLOOM_RADIUS_PX = 1.75; const float BLOOM_THRESHOLD = 0.60; // linear-light channel peak const float BLOOM_SOFTNESS = 0.25; const float BLOOM_STRENGTH = 0.05; const float SCAN_PERIOD_PX = 3.0; const float SCAN_STRENGTH = 0.07; const float MASK_PERIOD_PX = 3.0; const float MASK_STRENGTH = 0.018; const float VIGNETTE_STRENGTH = 0.12; // at the far corners only const float HUM_STRENGTH = 0.004; const float HUM_HZ = 0.11; const float EXPOSURE = 1.015; vec3 toLinear(vec3 c) { return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045))); } vec3 toSrgb(vec3 c) { c = max(c, vec3(0.0)); return mix(1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, c * 12.92, lessThanEqual(c, vec3(0.0031308))); } vec3 scene(vec2 uv) { return toLinear(texture(iChannel0, uv).rgb); } vec3 brightPass(vec2 uv) { vec3 c = scene(uv); float peak = max(c.r, max(c.g, c.b)); return c * smoothstep(BLOOM_THRESHOLD, BLOOM_THRESHOLD + BLOOM_SOFTNESS, peak); } // Interleaved gradient noise: a dither with no visible pattern. float ign(vec2 p) { return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); } void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 size = iResolution.xy; vec2 texel = 1.0 / size; vec2 uv = fragCoord / size; vec2 cc = uv * 2.0 - 1.0; float r2 = dot(cc, cc); // The beam converges least at the corners: red and blue drift apart // there, by a third of a pixel. vec2 chroma = cc * (CHROMA_PX * r2 * 0.5) * texel; vec3 col = vec3(scene(uv + chroma).r, scene(uv).g, scene(uv - chroma).b); vec2 b = texel * BLOOM_RADIUS_PX; vec3 bloom = brightPass(uv + vec2(b.x, 0.0)) + brightPass(uv - vec2(b.x, 0.0)) + brightPass(uv + vec2(0.0, b.y)) + brightPass(uv - vec2(0.0, b.y)); col += bloom * (0.25 * BLOOM_STRENGTH); // A beam is brightest on its line and falls off between lines; the // mask is three phosphor stripes a triad. Both average to one, so the // theme keeps its brightness. float line = 0.5 + 0.5 * cos(fragCoord.y * TAU / SCAN_PERIOD_PX); col *= 1.0 - SCAN_STRENGTH * (line * line - 0.375) / 0.625; col *= 1.0 + MASK_STRENGTH * cos(fragCoord.x * TAU / MASK_PERIOD_PX + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0)); float vignette = 1.0 - VIGNETTE_STRENGTH * pow(clamp(r2 * 0.5, 0.0, 1.0), 1.6); float hum = 1.0 + HUM_STRENGTH * sin((uv.y * 1.35 - iTime * HUM_HZ) * TAU); col *= vignette * hum * EXPOSURE; vec3 srgb = toSrgb(col); srgb += (ign(fragCoord + float(iFrame % 64) * vec2(5.588238, 5.588238)) - 0.5) / 255.0; fragColor = vec4(clamp(srgb, 0.0, 1.0), texture(iChannel0, uv).a); }