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#version 450
// pardes's Shadertoy prefix (docs/render-pipeline.md §6), 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