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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;
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
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