1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
|
#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;
}
float asciiGlyph(vec2 uv, int glyph) {
vec2 p = uv * 2.0 - 1.0;
float thin = 0.12;
float dotShape = 1.0 - smoothstep(0.10, 0.20, length(p - vec2(0.0, 0.45)));
float barH = 1.0 - smoothstep(thin, thin + 0.08, abs(p.y));
float barV = 1.0 - smoothstep(thin, thin + 0.08, abs(p.x));
if (glyph == 0) return dotShape;
if (glyph == 1) return max(dotShape, 1.0 - smoothstep(0.10, 0.20, length(p + vec2(0.0, 0.45))));
if (glyph == 2) return max(barH, barV);
if (glyph == 3) {
float d0 = 1.0 - smoothstep(thin, thin + 0.08, abs(p.x - p.y));
float d1 = 1.0 - smoothstep(thin, thin + 0.08, abs(p.x + p.y));
return max(max(d0, d1), max(barH, barV));
}
if (glyph == 4) {
float rails = max(
1.0 - smoothstep(thin, thin + 0.08, abs(abs(p.x) - 0.34)),
1.0 - smoothstep(thin, thin + 0.08, abs(abs(p.y) - 0.34))
);
return rails;
}
float ring = 1.0 - smoothstep(thin, thin + 0.08, abs(length(p * vec2(0.8, 1.0)) - 0.48));
return max(ring, glyph == 6 ? dotShape : 0.0);
}
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;
}
// 4 = ASCII materialization. A diagonal/noise threshold matches the TTY
// compositor's idea: cells briefly become punctuation, then their real
// atlas glyph arrives. The procedural marks keep the GUI implementation
// entirely shader-side.
if (effect == 4u) {
if (progress <= 0.0) {
if (!oldLayer) discard;
o_col = vec4(cell, 1.0);
return;
}
if (progress >= 1.0) {
if (oldLayer) discard;
o_col = vec4(cell, 1.0);
return;
}
float diagonal = float((cellCol + cellRow * 2u) % 17u) / 17.0;
float threshold = noise * 0.72 + diagonal * 0.28;
if (progress >= threshold) {
if (oldLayer) discard;
o_col = vec4(cell, 1.0);
return;
}
if (progress + 0.22 >= threshold) {
if (oldLayer) discard;
int glyph = int(floor(noise * 7.0));
float ink = asciiGlyph(v_cell_uv, min(glyph, 6));
vec3 dimInk = mix(v_bg, v_fg, 0.62);
o_col = vec4(mix(v_bg, dimInk, ink), 1.0);
return;
}
if (!oldLayer) 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);
}
|