#version 450 // Sample the glyph atlas (R = coverage 0..1) and mix the cell's bg up to its fg // by that coverage. Output is PREMULTIPLIED: an opaque cell is unchanged. // WindowOpacity changes only the ground's coverage, never the glyph's ink. // A cell whose background is the see-through ground (config.gui_transparent, // a theme with no bg of its own) still contributes only its ink, at the ink's // own coverage, so the compositor keeps the rest. layout(set = 2, binding = 0) uniform sampler2D u_atlas; layout(std140, set = 3, binding = 0) uniform UiUniforms { float background_opacity; // A theme's ornament (colors.Decor): the page's dots (rgb, strength), // their geometry (period, solid radius, faded radius, in pixels), and a // file name's shadow (rgb, offset in pixels). vec4 decor_dots; vec4 decor_dot_geom; vec4 decor_shadow; } u_ui; layout(location = 0) in vec2 v_uv; layout(location = 1) in vec3 v_fg; layout(location = 2) in vec3 v_bg; layout(location = 3) in vec2 v_cell_uv; layout(location = 4) flat in uvec4 v_effect; layout(location = 5) flat in vec4 v_clip; layout(location = 0) out vec4 o_col; float cellNoise(uint serial, uint col, uint row) { uint x = serial ^ (col * 0x9e3779b9u) ^ (row * 0x85ebca6bu); x ^= x >> 16; x *= 0x7feb352du; x ^= x >> 15; x *= 0x846ca68bu; x ^= x >> 16; return float(x & 0xffffu) / 65535.0; } void main() { if (v_clip.z >= v_clip.x && (gl_FragCoord.x < v_clip.x || gl_FragCoord.x >= v_clip.z || gl_FragCoord.y < v_clip.y || gl_FragCoord.y >= v_clip.w)) discard; float a = texture(u_atlas, v_uv).r; bool oldLayer = (v_effect.x & 0x80000000u) != 0u; // A block cursor is foreground chrome even though its fill occupies the // cell background: keep it visible at WindowOpacity 0. Otherwise a clear // theme ground has no coverage and ordinary backgrounds use the setting. // The three high flags are shared with ui.vert.glsl and src/gui/gui.zig. float bgA = (v_effect.x & 0x20000000u) != 0u ? 1.0 : (v_effect.x & 0x40000000u) != 0u ? 0.0 : clamp(u_ui.background_opacity, 0.0, 1.0); uint effect = v_effect.x & 0x07ffffffu; float progress = clamp(uintBitsToFloat(v_effect.y), 0.0, 1.0); uint cellCol = v_effect.w & 0xffffu; uint cellRow = v_effect.w >> 16; float noise = cellNoise(v_effect.z, cellCol, cellRow); // Ink over ground, both premultiplied: v_fg*a + (v_bg*bgA)*(1-a), which is // mix() with the ground already premultiplied. At bgA = 1 that is exactly // the mix(v_bg, v_fg, a) at alpha 1 this shader always wrote. vec3 ground = v_bg; // 0x10000000: the page's ground under a pane body, dotted (lapis): a // dot every period pixels, fixed to the window, under the text. if ((v_effect.x & 0x10000000u) != 0u) { float period = u_ui.decor_dot_geom.x; vec2 d = mod(gl_FragCoord.xy, period) - 0.5 * period; float dot_a = 1.0 - smoothstep(u_ui.decor_dot_geom.y, u_ui.decor_dot_geom.z, length(d)); ground = mix(ground, u_ui.decor_dots.rgb, u_ui.decor_dots.a * dot_a); } vec4 under = vec4(ground * bgA, bgA); // Derivatives outside any branch: a pixel's step in the atlas and in // the cell, for the shadow's offset. vec2 step_uv = vec2(dFdx(v_uv.x), dFdy(v_uv.y)) * u_ui.decor_shadow.a; vec2 step_cell = vec2(dFdx(v_cell_uv.x), dFdy(v_cell_uv.y)) * u_ui.decor_shadow.a; // 0x08000000: a file name's letters cast a shadow down and right onto // their own cell's ground (lapis), under the ink; what would fall past // the cell's edge is not drawn. if ((v_effect.x & 0x08000000u) != 0u) { vec2 from = v_cell_uv - step_cell; float s = all(greaterThanEqual(from, vec2(0.0))) ? texture(u_atlas, v_uv - step_uv).r : 0.0; under = mix(under, vec4(u_ui.decor_shadow.rgb, 1.0), s); } vec4 cell = vec4(mix(under.rgb, v_fg, a), mix(under.a, 1.0, a)); // 3 = data dissolve. Changed cells retain the frozen old cell until their // stable threshold, then atomically become the new cell. Exact endpoints // mirror panel_animation.dissolveRevealed, including the zero hash. if (effect == 3u) { bool reveal = progress >= 1.0 || (progress > 0.0 && noise < progress); if (oldLayer ? reveal : !reveal) discard; o_col = cell; return; } // FreeType's hinted grayscale bitmap is already the intended coverage. // Preserve it exactly; weight-changing gamma hacks blur small stems. o_col = cell; }