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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;
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);
// 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;
// v_effect.z: how far its pane's text has moved the dots (G13's
// parallax), in pixels, as a float's bits (0 without).
vec2 at = gl_FragCoord.xy - vec2(0.0, uintBitsToFloat(v_effect.z));
vec2 d = mod(at, 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 = dissolve, a crossfade (G7): a changed cell's new form is drawn
// first, whole, and its frozen old one over it at 1 - progress,
// premultiplied (the frame's cells blend over, pipeline_over), so the
// old fades out as the new comes in; at the ends, exactly one of them.
// The tty keeps its per-cell swap (panel_animation.dissolveRevealed).
if (effect == 3u) {
if (!oldLayer) {
o_col = cell;
return;
}
if (progress >= 1.0) discard;
o_col = cell * (1.0 - progress);
return;
}
// FreeType's hinted grayscale bitmap is already the intended coverage.
// Preserve it exactly; weight-changing gamma hacks blur small stems.
o_col = cell;
}
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