#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: 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. layout(set = 3, binding = 1, std140) uniform PardesPost { float pardesOpaque; float pardesLevel; }; // 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 // Glitch: now and then the signal slips. At the default level, every couple // of seconds a short // burst tears a few horizontal bands sideways and pulls their red and blue // apart; the bands are sized in pixels and the burst eases in and out over // a fraction of a second, so it reads as one event rather than a flicker, // and it looks the same at 60 or 144 Hz because every step is keyed to // iTime, not to frames. Between bursts the page is left exactly as it is. // A torn band's brightness dips in linear light. It is a Shadertoy file: // pardes puts its prefix before it. // Each at levels 1, 2 and 3 (`Glitch 1`..`Glitch 3`); 2 is the default. A // higher level slips more often and harder. float period() { return pardesByLevel(4.5, 2.4, 0.55); } // seconds between bursts, on average float burst() { return pardesByLevel(0.2, 0.28, 0.5); } // seconds a burst lasts float stepHz() { return pardesByLevel(20.0, 24.0, 30.0); } // how often a burst re-tears float shiftPx() { return pardesByLevel(8.0, 14.0, 34.0); } float splitPx() { return pardesByLevel(1.5, 2.5, 6.0); } float dip() { return pardesByLevel(0.08, 0.12, 0.22); } float tearFrom() { return pardesByLevel(0.8, 0.72, 0.35); } // how few bands tear float hash(vec2 p) { vec3 q = fract(vec3(p.xyx) * 0.1031); q += dot(q, q.yzx + 33.33); return fract((q.x + q.y) * q.z); } 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))); } void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 size = iResolution.xy; vec2 uv = fragCoord / size; // Which burst window this is, when in it the burst starts, and how far // into the burst we are: 0 outside one. float window = floor(iTime / period()); float start = window * period() + hash(vec2(window, 7.0)) * (period() - burst()); float t = (iTime - start) / burst(); float live = step(0.0, t) * step(t, 1.0); float envelope = live * sin(3.14159265 * clamp(t, 0.0, 1.0)); if (envelope <= 0.0) { fragColor = texture(iChannel0, uv); return; } // Bands of 6 to 40 px, re-cut at stepHz() during the burst; about one // band in four tears. float tick = floor(iTime * stepHz()); float band_px = mix(6.0, 40.0, hash(vec2(tick, 3.0))); float band = floor(fragCoord.y / band_px); float roll = hash(vec2(band, tick)); float tear = smoothstep(tearFrom(), tearFrom() + 0.18, roll) * envelope; float shift = (hash(vec2(tick, band + 11.0)) - 0.5) * 2.0 * shiftPx() * tear; vec2 at = vec2(fragCoord.x + shift, fragCoord.y); vec2 split = vec2(splitPx() * tear, 0.0); vec4 center = texture(iChannel0, at / size); vec3 col = vec3(texture(iChannel0, (at + split) / size).r, center.g, texture(iChannel0, (at - split) / size).b); col = toSrgb(toLinear(col) * (1.0 - dip() * tear)); fragColor = vec4(col, center.a); }