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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. Fully opaque: the swapchain is SDR, no blending needed.

layout(set = 2, binding = 0) uniform sampler2D u_atlas;

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 = 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() {
    float a = texture(u_atlas, v_uv).r;
    bool oldLayer = (v_effect.x & 0x80000000u) != 0u;
    uint effect = v_effect.x & 0x7fffffffu;
    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);

    vec3 cell = mix(v_bg, v_fg, 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 = vec4(cell, 1.0);
        return;
    }

    // FreeType's hinted grayscale bitmap is already the intended coverage.
    // Preserve it exactly; weight-changing gamma hacks blur small stems.
    o_col = vec4(cell, 1.0);
}