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Adds support for background images via the `background-image` config. Resolves #3645, supersedes PRs #4226 and #5233. See docs of added config keys for usage details.
157 lines
5.0 KiB
GLSL
157 lines
5.0 KiB
GLSL
#version 430 core
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// These are common definitions to be shared across shaders, the first
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// line of any shader that needs these should be `#include "common.glsl"`.
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//
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// Included in this file are:
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// - The interface block for the global uniforms.
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// - Functions for unpacking values.
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// - Functions for working with colors.
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//----------------------------------------------------------------------------//
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// Global Uniforms
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//----------------------------------------------------------------------------//
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layout(binding = 1, std140) uniform Globals {
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uniform mat4 projection_matrix;
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uniform vec2 screen_size;
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uniform vec2 cell_size;
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uniform uint grid_size_packed_2u16;
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uniform vec4 grid_padding;
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uniform uint padding_extend;
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uniform float min_contrast;
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uniform uint cursor_pos_packed_2u16;
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uniform uint cursor_color_packed_4u8;
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uniform uint bg_color_packed_4u8;
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uniform uint bools;
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};
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// Bools
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const uint CURSOR_WIDE = 1u;
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const uint USE_DISPLAY_P3 = 2u;
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const uint USE_LINEAR_BLENDING = 4u;
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const uint USE_LINEAR_CORRECTION = 8u;
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// Padding extend enum
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const uint EXTEND_LEFT = 1u;
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const uint EXTEND_RIGHT = 2u;
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const uint EXTEND_UP = 4u;
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const uint EXTEND_DOWN = 8u;
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//----------------------------------------------------------------------------//
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// Functions for Unpacking Values
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//----------------------------------------------------------------------------//
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// NOTE: These unpack functions assume little-endian.
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// If this ever becomes a problem... oh dear!
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uvec4 unpack4u8(uint packed_value) {
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return uvec4(
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uint(packed_value >> 0) & uint(0xFF),
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uint(packed_value >> 8) & uint(0xFF),
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uint(packed_value >> 16) & uint(0xFF),
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uint(packed_value >> 24) & uint(0xFF)
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);
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}
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uvec2 unpack2u16(uint packed_value) {
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return uvec2(
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uint(packed_value >> 0) & uint(0xFFFF),
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uint(packed_value >> 16) & uint(0xFFFF)
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);
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}
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ivec2 unpack2i16(int packed_value) {
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return ivec2(
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(packed_value << 16) >> 16,
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(packed_value << 0) >> 16
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);
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}
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//----------------------------------------------------------------------------//
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// Color Functions
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//----------------------------------------------------------------------------//
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// Compute the luminance of the provided color.
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//
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// Takes colors in linear RGB space. If your colors are gamma
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// encoded, linearize them before using them with this function.
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float luminance(vec3 color) {
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return dot(color, vec3(0.2126f, 0.7152f, 0.0722f));
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}
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// https://www.w3.org/TR/2008/REC-WCAG20-20081211/#contrast-ratiodef
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//
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// Takes colors in linear RGB space. If your colors are gamma
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// encoded, linearize them before using them with this function.
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float contrast_ratio(vec3 color1, vec3 color2) {
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float luminance1 = luminance(color1) + 0.05;
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float luminance2 = luminance(color2) + 0.05;
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return max(luminance1, luminance2) / min(luminance1, luminance2);
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}
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// Return the fg if the contrast ratio is greater than min, otherwise
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// return a color that satisfies the contrast ratio. Currently, the color
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// is always white or black, whichever has the highest contrast ratio.
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//
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// Takes colors in linear RGB space. If your colors are gamma
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// encoded, linearize them before using them with this function.
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vec4 contrasted_color(float min_ratio, vec4 fg, vec4 bg) {
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float ratio = contrast_ratio(fg.rgb, bg.rgb);
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if (ratio < min_ratio) {
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float white_ratio = contrast_ratio(vec3(1.0, 1.0, 1.0), bg.rgb);
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float black_ratio = contrast_ratio(vec3(0.0, 0.0, 0.0), bg.rgb);
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if (white_ratio > black_ratio) {
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return vec4(1.0);
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} else {
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return vec4(0.0);
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}
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}
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return fg;
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}
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// Converts a color from sRGB gamma encoding to linear.
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vec4 linearize(vec4 srgb) {
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bvec3 cutoff = lessThanEqual(srgb.rgb, vec3(0.04045));
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vec3 higher = pow((srgb.rgb + vec3(0.055)) / vec3(1.055), vec3(2.4));
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vec3 lower = srgb.rgb / vec3(12.92);
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return vec4(mix(higher, lower, cutoff), srgb.a);
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}
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float linearize(float v) {
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return v <= 0.04045 ? v / 12.92 : pow((v + 0.055) / 1.055, 2.4);
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}
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// Converts a color from linear to sRGB gamma encoding.
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vec4 unlinearize(vec4 linear) {
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bvec3 cutoff = lessThanEqual(linear.rgb, vec3(0.0031308));
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vec3 higher = pow(linear.rgb, vec3(1.0 / 2.4)) * vec3(1.055) - vec3(0.055);
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vec3 lower = linear.rgb * vec3(12.92);
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return vec4(mix(higher, lower, cutoff), linear.a);
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}
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float unlinearize(float v) {
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return v <= 0.0031308 ? v * 12.92 : pow(v, 1.0 / 2.4) * 1.055 - 0.055;
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}
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// Load a 4 byte RGBA non-premultiplied color and linearize
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// and convert it as necessary depending on the provided info.
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//
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// `linear` controls whether the returned color is linear or gamma encoded.
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vec4 load_color(
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uvec4 in_color,
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bool linear
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) {
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// 0 .. 255 -> 0.0 .. 1.0
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vec4 color = vec4(in_color) / vec4(255.0f);
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// Linearize if necessary.
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if (linear) color = linearize(color);
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// Premultiply our color by its alpha.
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color.rgb *= color.a;
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return color;
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}
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//----------------------------------------------------------------------------//
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