Files
ghostty/src/renderer/shaders/glsl/common.glsl
Qwerasd da46a47726 renderer: add support for background images
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.
2025-06-25 16:27:23 -04:00

157 lines
5.0 KiB
GLSL

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