summaryrefslogtreecommitdiff
path: root/shaders/post/prefix.glsl
blob: e718a98f81cc2e65be0edd223e5c622b1e76dea0 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
#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;
    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