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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
// Glitch: now and then the signal slips. Every couple of seconds a short
// burst tears a few horizontal bands sideways and pulls their red and blue
// apart; the bands are sized in pixels and the burst eases in and out over
// a fraction of a second, so it reads as one event rather than a flicker,
// and it looks the same at 60 or 144 Hz because every step is keyed to
// iTime, not to frames. Between bursts the page is left exactly as it is.
// A torn band's brightness dips in linear light. It is a Shadertoy file:
// pardes puts its prefix before it.
const float PERIOD = 2.4; // seconds between bursts, on average
const float BURST = 0.28; // seconds a burst lasts
const float STEP_HZ = 24.0; // how often a burst re-tears
const float SHIFT_PX = 14.0;
const float SPLIT_PX = 2.5;
const float DIP = 0.12;
float hash(vec2 p) {
vec3 q = fract(vec3(p.xyx) * 0.1031);
q += dot(q, q.yzx + 33.33);
return fract((q.x + q.y) * q.z);
}
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)));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 size = iResolution.xy;
vec2 uv = fragCoord / size;
// Which burst window this is, when in it the burst starts, and how far
// into the burst we are: 0 outside one.
float window = floor(iTime / PERIOD);
float start = window * PERIOD + hash(vec2(window, 7.0)) * (PERIOD - BURST);
float t = (iTime - start) / BURST;
float live = step(0.0, t) * step(t, 1.0);
float envelope = live * sin(3.14159265 * clamp(t, 0.0, 1.0));
if (envelope <= 0.0) {
fragColor = texture(iChannel0, uv);
return;
}
// Bands of 6 to 40 px, re-cut at STEP_HZ during the burst; about one
// band in four tears.
float tick = floor(iTime * STEP_HZ);
float band_px = mix(6.0, 40.0, hash(vec2(tick, 3.0)));
float band = floor(fragCoord.y / band_px);
float roll = hash(vec2(band, tick));
float tear = smoothstep(0.72, 0.9, roll) * envelope;
float shift = (hash(vec2(tick, band + 11.0)) - 0.5) * 2.0 * SHIFT_PX * tear;
vec2 at = vec2(fragCoord.x + shift, fragCoord.y);
vec2 split = vec2(SPLIT_PX * tear, 0.0);
vec4 center = texture(iChannel0, at / size);
vec3 col = vec3(texture(iChannel0, (at + split) / size).r, center.g, texture(iChannel0, (at - split) / size).b);
col = toSrgb(toLinear(col) * (1.0 - DIP * tear));
fragColor = vec4(col, center.a);
}
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