#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 // Grain: the page's own ground takes a fine, still grain, like paper. Only // pixels of the page's colour (iBackgroundColor) are grained: no glyph, no // selection, no tag or rule, and nothing in pardesSpare. The grain averages // to the page, is a logical pixel big (pardesScale), and never moves, so it // costs no frames. At most 1.5, 3 and 5 of 255 at levels 1 to 3, and never // more than pardesCap, which keeps the text on it at its own contrast or 4.5. // It is a Shadertoy file: pardes puts its prefix before it. float amplitude() { return min(pardesByLevel(1.5, 3.0, 5.0) / 255.0, pardesCap); } // An integer hash of the grain cell: white, with no pattern to see. float hash(uvec2 p) { uint h = p.x * 1664525u + p.y * 1013904223u; h ^= h >> 16; h *= 2246822519u; h ^= h >> 13; h *= 3266489917u; h ^= h >> 16; return float(h) / 4294967295.0; } void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = fragCoord / iResolution.xy; vec4 frame = texture(iChannel0, uv); fragColor = frame; vec3 page = iBackgroundColor.rgb; if (any(greaterThan(abs(frame.rgb - page), vec3(0.75 / 255.0))) || pardesSpared(fragCoord)) return; uvec2 cell = uvec2(fragCoord / max(1.0, pardesScale)); // Two hashes summed: a triangular spread, softer than a flat one. float n = hash(cell) + hash(cell + uvec2(7919u, 104729u)) - 1.0; fragColor = vec4(clamp(page + n * amplitude(), 0.0, 1.0), frame.a); }