#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 // Ripple: the page as a still pool a slow swell crosses. Rings travel out // from the middle of the window at a fixed speed in pixels, so they look // the same at any size and frame rate; the displacement is at most a couple // of pixels, so text stays readable, and it eases in over its first half // second instead of snapping on. Each ring catches the light a little on its // rising side, in linear light, and the result is dithered so the shading // never bands. It is a Shadertoy file: pardes puts its prefix before it. const float TAU = 6.28318530718; const float WAVELENGTH_PX = 150.0; const float SPEED_PX = 55.0; // outward, per second const float AMPLITUDE_PX = 2.2; const float SHADE = 0.035; // light on a slope, linear const float EASE_IN = 0.5; // seconds 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))); } 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 center = 0.5 * size; vec2 offset = fragCoord - center; float radius = length(offset); float reach = 0.5 * length(size); // Strongest a third of the way out, fading to nothing at the middle // and at the edges, so the window's frame never wobbles. float envelope = smoothstep(0.0, 0.18, radius / reach) * (1.0 - smoothstep(0.35, 0.95, radius / reach)); float ease = smoothstep(0.0, EASE_IN, iTime); float phase = (radius - iTime * SPEED_PX) * TAU / WAVELENGTH_PX; float height = sin(phase); float slope = cos(phase); vec2 dir = offset / max(radius, 1e-3); vec2 moved = fragCoord + dir * height * AMPLITUDE_PX * envelope * ease; vec4 s = texture(iChannel0, moved / size); vec3 col = toLinear(s.rgb) * (1.0 + SHADE * slope * envelope * ease); vec3 srgb = toSrgb(col) + (ign(fragCoord + float(iFrame % 64) * 5.588238) - 0.5) / 255.0; fragColor = vec4(clamp(srgb, 0.0, 1.0), s.a); }