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path: root/shaders/prebuilt/post-crt.frag.glsl
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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: 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
// Crt: a slot-mask tube's light, with nothing that moves a pixel. There is
// no barrel: every click lands where it is drawn, rails and grips at the
// window's edges included. What is left is light: a beam profile for the
// scanlines, an aperture mask, a soft bloom of the brightest ink, a faint
// vignette and the hum of a live tube. Everything is worked out in linear
// light and dithered back into 8 bits, so the vignette never bands. It is a
// Shadertoy file: pardes puts its prefix before it (shaders/post/prefix.glsl).

const float TAU = 6.28318530718;
// Level 3 glows wider and from dimmer ink.
float bloomRadiusPx() { return pardesByLevel(1.75, 1.75, 3.0); }
float bloomThreshold() { return pardesByLevel(0.6, 0.6, 0.3); } // linear-light channel peak
const float BLOOM_SOFTNESS = 0.25;
const float SCAN_PERIOD_PX = 3.0;
const float MASK_PERIOD_PX = 3.0;
const float HUM_HZ = 0.11;

// Each strength at levels 1, 2 and 3 (`Crt 1`..`Crt 3`): 2 is the default,
// 3 as strong as the old barrel CRT looked.
float chromaPx() { return pardesByLevel(0.2, 0.35, 2.2); }       // red and blue apart, at the corners
float bloomStrength() { return pardesByLevel(0.03, 0.05, 0.3); }
float scanStrength() { return pardesByLevel(0.035, 0.07, 0.42); }
float maskStrength() { return pardesByLevel(0.01, 0.018, 0.12); }
float vignetteStrength() { return pardesByLevel(0.06, 0.12, 0.42); } // at the far corners only
float humStrength() { return pardesByLevel(0.002, 0.004, 0.012); }
float exposure() { return pardesByLevel(1.008, 1.015, 1.1); }

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)));
}

vec3 scene(vec2 uv) {
    return toLinear(texture(iChannel0, uv).rgb);
}

vec3 brightPass(vec2 uv) {
    vec3 c = scene(uv);
    float peak = max(c.r, max(c.g, c.b));
    return c * smoothstep(bloomThreshold(), bloomThreshold() + BLOOM_SOFTNESS, peak);
}

// Interleaved gradient noise: a dither with no visible pattern.
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 texel = 1.0 / size;
    vec2 uv = fragCoord / size;
    vec2 cc = uv * 2.0 - 1.0;
    float r2 = dot(cc, cc);

    // The beam converges least at the corners: red and blue drift apart
    // there, by a third of a pixel.
    vec2 chroma = cc * (chromaPx() * r2 * 0.5) * texel;
    vec3 col = vec3(scene(uv + chroma).r, scene(uv).g, scene(uv - chroma).b);

    vec2 b = texel * bloomRadiusPx();
    vec3 bloom = brightPass(uv + vec2(b.x, 0.0)) + brightPass(uv - vec2(b.x, 0.0)) +
        brightPass(uv + vec2(0.0, b.y)) + brightPass(uv - vec2(0.0, b.y));
    col += bloom * (0.25 * bloomStrength());

    // A beam is brightest on its line and falls off between lines; the
    // mask is three phosphor stripes a triad. Both average to one, so the
    // theme keeps its brightness.
    float line = 0.5 + 0.5 * cos(fragCoord.y * TAU / SCAN_PERIOD_PX);
    col *= 1.0 - scanStrength() * (line * line - 0.375) / 0.625;
    col *= 1.0 + maskStrength() * cos(fragCoord.x * TAU / MASK_PERIOD_PX + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0));

    float vignette = 1.0 - vignetteStrength() * pow(clamp(r2 * 0.5, 0.0, 1.0), 1.6);
    float hum = 1.0 + humStrength() * sin((uv.y * 1.35 - iTime * HUM_HZ) * TAU);
    col *= vignette * hum * exposure();

    vec3 srgb = toSrgb(col);
    srgb += (ign(fragCoord + float(iFrame % 64) * vec2(5.588238, 5.588238)) - 0.5) / 255.0;
    fragColor = vec4(clamp(srgb, 0.0, 1.0), texture(iChannel0, uv).a);
}