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path: root/shaders/prebuilt/ui.frag.glsl
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#version 450

// Sample the glyph atlas (R = coverage 0..1) and mix the cell's bg up to its fg
// by that coverage. Output is PREMULTIPLIED: an opaque cell is unchanged.
// WindowOpacity changes only the ground's coverage, never the glyph's ink.
// A cell whose background is the see-through ground (config.gui_transparent,
// a theme with no bg of its own) still contributes only its ink, at the ink's
// own coverage, so the compositor keeps the rest.

layout(set = 2, binding = 0) uniform sampler2D u_atlas;
layout(std140, set = 3, binding = 0) uniform UiUniforms {
    float background_opacity;
    // A theme's ornament (colors.Decor): the page's dots (rgb, strength),
    // their geometry (period, solid radius, faded radius, in pixels), and a
    // file name's shadow (rgb, offset in pixels).
    vec4 decor_dots;
    vec4 decor_dot_geom;
    vec4 decor_shadow;
} u_ui;

layout(location = 0) in vec2 v_uv;
layout(location = 1) in vec3 v_fg;
layout(location = 2) in vec3 v_bg;
layout(location = 3) in vec2 v_cell_uv;
layout(location = 4) flat in uvec4 v_effect;
layout(location = 5) flat in vec4 v_clip;

layout(location = 0) out vec4 o_col;

float cellNoise(uint serial, uint col, uint row) {
    uint x = serial ^ (col * 0x9e3779b9u) ^ (row * 0x85ebca6bu);
    x ^= x >> 16;
    x *= 0x7feb352du;
    x ^= x >> 15;
    x *= 0x846ca68bu;
    x ^= x >> 16;
    return float(x & 0xffffu) / 65535.0;
}

void main() {
    if (v_clip.z >= v_clip.x && (gl_FragCoord.x < v_clip.x || gl_FragCoord.x >= v_clip.z ||
        gl_FragCoord.y < v_clip.y || gl_FragCoord.y >= v_clip.w)) discard;
    float a = texture(u_atlas, v_uv).r;
    bool oldLayer = (v_effect.x & 0x80000000u) != 0u;
    // A block cursor is foreground chrome even though its fill occupies the
    // cell background: keep it visible at WindowOpacity 0. Otherwise a clear
    // theme ground has no coverage and ordinary backgrounds use the setting.
    // The three high flags are shared with ui.vert.glsl and src/gui/gui.zig.
    float bgA = (v_effect.x & 0x20000000u) != 0u ? 1.0
        : (v_effect.x & 0x40000000u) != 0u ? 0.0
        : clamp(u_ui.background_opacity, 0.0, 1.0);
    uint effect = v_effect.x & 0x07ffffffu;
    float progress = clamp(uintBitsToFloat(v_effect.y), 0.0, 1.0);
    uint cellCol = v_effect.w & 0xffffu;
    uint cellRow = v_effect.w >> 16;
    float noise = cellNoise(v_effect.z, cellCol, cellRow);

    // Ink over ground, both premultiplied: v_fg*a + (v_bg*bgA)*(1-a), which is
    // mix() with the ground already premultiplied. At bgA = 1 that is exactly
    // the mix(v_bg, v_fg, a) at alpha 1 this shader always wrote.
    vec3 ground = v_bg;
    // 0x10000000: the page's ground under a pane body, dotted (lapis): a
    // dot every period pixels, fixed to the window, under the text.
    if ((v_effect.x & 0x10000000u) != 0u) {
        float period = u_ui.decor_dot_geom.x;
        vec2 d = mod(gl_FragCoord.xy, period) - 0.5 * period;
        float dot_a = 1.0 - smoothstep(u_ui.decor_dot_geom.y, u_ui.decor_dot_geom.z, length(d));
        ground = mix(ground, u_ui.decor_dots.rgb, u_ui.decor_dots.a * dot_a);
    }
    vec4 under = vec4(ground * bgA, bgA);
    // Derivatives outside any branch: a pixel's step in the atlas and in
    // the cell, for the shadow's offset.
    vec2 step_uv = vec2(dFdx(v_uv.x), dFdy(v_uv.y)) * u_ui.decor_shadow.a;
    vec2 step_cell = vec2(dFdx(v_cell_uv.x), dFdy(v_cell_uv.y)) * u_ui.decor_shadow.a;
    // 0x08000000: a file name's letters cast a shadow down and right onto
    // their own cell's ground (lapis), under the ink; what would fall past
    // the cell's edge is not drawn.
    if ((v_effect.x & 0x08000000u) != 0u) {
        vec2 from = v_cell_uv - step_cell;
        float s = all(greaterThanEqual(from, vec2(0.0))) ? texture(u_atlas, v_uv - step_uv).r : 0.0;
        under = mix(under, vec4(u_ui.decor_shadow.rgb, 1.0), s);
    }
    vec4 cell = vec4(mix(under.rgb, v_fg, a), mix(under.a, 1.0, a));

    // 3 = data dissolve. Changed cells retain the frozen old cell until their
    // stable threshold, then atomically become the new cell. Exact endpoints
    // mirror panel_animation.dissolveRevealed, including the zero hash.
    if (effect == 3u) {
        bool reveal = progress >= 1.0 || (progress > 0.0 && noise < progress);
        if (oldLayer ? reveal : !reveal) discard;
        o_col = cell;
        return;
    }

    // FreeType's hinted grayscale bitmap is already the intended coverage.
    // Preserve it exactly; weight-changing gamma hacks blur small stems.
    o_col = cell;
}