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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.
879 lines
26 KiB
Metal
879 lines
26 KiB
Metal
#include <metal_stdlib>
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using namespace metal;
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enum Padding : uint8_t {
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EXTEND_LEFT = 1u,
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EXTEND_RIGHT = 2u,
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EXTEND_UP = 4u,
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EXTEND_DOWN = 8u,
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};
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struct Uniforms {
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float4x4 projection_matrix;
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float2 screen_size;
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float2 cell_size;
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ushort2 grid_size;
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float4 grid_padding;
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uint8_t padding_extend;
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float min_contrast;
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ushort2 cursor_pos;
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uchar4 cursor_color;
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uchar4 bg_color;
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bool cursor_wide;
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bool use_display_p3;
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bool use_linear_blending;
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bool use_linear_correction;
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};
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//-------------------------------------------------------------------
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// Color Functions
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//-------------------------------------------------------------------
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#pragma mark - Colors
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// D50-adapted sRGB to XYZ conversion matrix.
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// http://www.brucelindbloom.com/Eqn_RGB_XYZ_Matrix.html
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constant float3x3 sRGB_XYZ = transpose(float3x3(
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0.4360747, 0.3850649, 0.1430804,
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0.2225045, 0.7168786, 0.0606169,
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0.0139322, 0.0971045, 0.7141733
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));
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// XYZ to Display P3 conversion matrix.
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// http://endavid.com/index.php?entry=79
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constant float3x3 XYZ_DP3 = transpose(float3x3(
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2.40414768,-0.99010704,-0.39759019,
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-0.84239098, 1.79905954, 0.01597023,
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0.04838763,-0.09752546, 1.27393636
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));
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// By composing the two above matrices we get
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// our sRGB to Display P3 conversion matrix.
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constant float3x3 sRGB_DP3 = XYZ_DP3 * sRGB_XYZ;
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// Converts a color in linear sRGB to linear Display P3
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//
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// TODO: The color matrix should probably be computed
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// dynamically and passed as a uniform, rather
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// than being hard coded above.
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float3 srgb_to_display_p3(float3 srgb) {
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return sRGB_DP3 * srgb;
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}
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// Converts a color from sRGB gamma encoding to linear.
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float4 linearize(float4 srgb) {
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bool3 cutoff = srgb.rgb <= 0.04045;
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float3 lower = srgb.rgb / 12.92;
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float3 higher = pow((srgb.rgb + 0.055) / 1.055, 2.4);
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srgb.rgb = mix(higher, lower, float3(cutoff));
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return srgb;
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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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float4 unlinearize(float4 linear) {
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bool3 cutoff = linear.rgb <= 0.0031308;
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float3 lower = linear.rgb * 12.92;
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float3 higher = pow(linear.rgb, 1.0 / 2.4) * 1.055 - 0.055;
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linear.rgb = mix(higher, lower, float3(cutoff));
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return linear;
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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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// 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(float3 color) {
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return dot(color, float3(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(float3 color1, float3 color2) {
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float l1 = luminance(color1);
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float l2 = luminance(color2);
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return (max(l1, l2) + 0.05f) / (min(l1, l2) + 0.05f);
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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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float4 contrasted_color(float min, float4 fg, float4 bg) {
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float ratio = contrast_ratio(fg.rgb, bg.rgb);
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if (ratio < min) {
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float white_ratio = contrast_ratio(float3(1.0f), bg.rgb);
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float black_ratio = contrast_ratio(float3(0.0f), bg.rgb);
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if (white_ratio > black_ratio) {
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return float4(1.0f);
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} else {
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return float4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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}
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return fg;
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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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// Returns a color in the Display P3 color space.
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//
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// If `display_p3` is true, then the provided color is assumed to
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// already be in the Display P3 color space, otherwise it's treated
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// as an sRGB color and is appropriately converted to Display P3.
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//
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// `linear` controls whether the returned color is linear or gamma encoded.
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float4 load_color(
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uchar4 in_color,
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bool display_p3,
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bool linear
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) {
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// 0 .. 255 -> 0.0 .. 1.0
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float4 color = float4(in_color) / 255.0f;
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// If our color is already in Display P3 and
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// we aren't doing linear blending, then we
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// already have the correct color here and
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// can premultiply and return it.
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if (display_p3 && !linear) {
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color.rgb *= color.a;
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return color;
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}
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// The color is in either the sRGB or Display P3 color space,
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// so in either case, it's a color space which uses the sRGB
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// transfer function, so we can use one function in order to
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// linearize it in either case.
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//
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// Even if we aren't doing linear blending, the color
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// needs to be in linear space to convert color spaces.
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color = linearize(color);
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// If we're *NOT* using display P3 colors, then we're dealing
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// with an sRGB color, in which case we need to convert it in
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// to the Display P3 color space, since our output is always
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// Display P3.
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if (!display_p3) {
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color.rgb = srgb_to_display_p3(color.rgb);
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}
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// If we're not doing linear blending, then we need to
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// unlinearize after doing the color space conversion.
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if (!linear) {
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color = unlinearize(color);
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}
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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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// Full Screen Vertex Shader
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//-------------------------------------------------------------------
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#pragma mark - Full Screen Vertex Shader
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struct FullScreenVertexOut {
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float4 position [[position]];
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};
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vertex FullScreenVertexOut full_screen_vertex(
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uint vid [[vertex_id]]
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) {
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FullScreenVertexOut out;
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float4 position;
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position.x = (vid == 2) ? 3.0 : -1.0;
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position.y = (vid == 0) ? -3.0 : 1.0;
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position.zw = 1.0;
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// Single triangle is clipped to viewport.
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//
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// X <- vid == 0: (-1, -3)
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// |\
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// | \
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// | \
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// |###\
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// |#+# \ `+` is (0, 0). `#`s are viewport area.
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// |### \
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// X------X <- vid == 2: (3, 1)
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// ^
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// vid == 1: (-1, 1)
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out.position = position;
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return out;
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}
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//-------------------------------------------------------------------
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// Background Color Shader
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//-------------------------------------------------------------------
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#pragma mark - BG Color Shader
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fragment float4 bg_color_fragment(
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FullScreenVertexOut in [[stage_in]],
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constant Uniforms& uniforms [[buffer(1)]]
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) {
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return load_color(
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uniforms.bg_color,
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uniforms.use_display_p3,
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uniforms.use_linear_blending
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);
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}
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//-------------------------------------------------------------------
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// Background Image Shader
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//-------------------------------------------------------------------
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#pragma mark - BG Image Shader
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struct BgImageVertexIn {
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float opacity [[attribute(0)]];
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uint8_t info [[attribute(1)]];
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};
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enum BgImagePosition : uint8_t {
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// 4 bits of info.
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BG_IMAGE_POSITION = 15u,
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BG_IMAGE_TL = 0u,
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BG_IMAGE_TC = 1u,
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BG_IMAGE_TR = 2u,
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BG_IMAGE_ML = 3u,
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BG_IMAGE_MC = 4u,
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BG_IMAGE_MR = 5u,
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BG_IMAGE_BL = 6u,
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BG_IMAGE_BC = 7u,
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BG_IMAGE_BR = 8u,
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};
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enum BgImageFit : uint8_t {
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// 2 bits of info shifted 4.
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BG_IMAGE_FIT = 3u << 4,
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BG_IMAGE_CONTAIN = 0u << 4,
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BG_IMAGE_COVER = 1u << 4,
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BG_IMAGE_STRETCH = 2u << 4,
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BG_IMAGE_NO_FIT = 3u << 4,
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};
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enum BgImageRepeat : uint8_t {
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// 1 bit of info shifted 6.
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BG_IMAGE_REPEAT = 1u << 6,
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};
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struct BgImageVertexOut {
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float4 position [[position]];
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float4 bg_color [[flat]];
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float2 offset [[flat]];
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float2 scale [[flat]];
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float opacity [[flat]];
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bool repeat [[flat]];
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};
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vertex BgImageVertexOut bg_image_vertex(
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uint vid [[vertex_id]],
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BgImageVertexIn in [[stage_in]],
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texture2d<float> image [[texture(0)]],
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constant Uniforms& uniforms [[buffer(1)]]
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) {
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BgImageVertexOut out;
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float4 position;
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position.x = (vid == 2) ? 3.0 : -1.0;
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position.y = (vid == 0) ? -3.0 : 1.0;
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position.zw = 1.0;
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// Single triangle is clipped to viewport.
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//
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// X <- vid == 0: (-1, -3)
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// |\
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// | \
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// | \
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// |###\
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// |#+# \ `+` is (0, 0). `#`s are viewport area.
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// |### \
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// X------X <- vid == 2: (3, 1)
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// ^
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// vid == 1: (-1, 1)
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out.position = position;
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out.opacity = in.opacity;
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out.repeat = (in.info & BG_IMAGE_REPEAT) == BG_IMAGE_REPEAT;
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float2 screen_size = uniforms.screen_size;
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float2 tex_size = float2(image.get_width(), image.get_height());
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float2 dest_size = tex_size;
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switch (in.info & BG_IMAGE_FIT) {
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// For `contain` we scale by a factor that makes the image
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// width match the screen width or makes the image height
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// match the screen height, whichever is smaller.
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case BG_IMAGE_CONTAIN: {
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float scale = min(screen_size.x / tex_size.x, screen_size.y / tex_size.y);
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dest_size = tex_size * scale;
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} break;
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// For `cover` we scale by a factor that makes the image
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// width match the screen width or makes the image height
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// match the screen height, whichever is larger.
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case BG_IMAGE_COVER: {
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float scale = max(screen_size.x / tex_size.x, screen_size.y / tex_size.y);
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dest_size = tex_size * scale;
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} break;
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// For `stretch` we stretch the image to the size of
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// the screen without worrying about aspect ratio.
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case BG_IMAGE_STRETCH: {
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dest_size = screen_size;
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} break;
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// For `none` we just use the original texture size.
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case BG_IMAGE_NO_FIT: {
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dest_size = tex_size;
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} break;
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}
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float2 start = float2(0.0);
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float2 mid = (screen_size - dest_size) / 2;
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float2 end = screen_size - dest_size;
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float2 dest_offset = mid;
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switch (in.info & BG_IMAGE_POSITION) {
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case BG_IMAGE_TL: {
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dest_offset = float2(start.x, start.y);
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} break;
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case BG_IMAGE_TC: {
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dest_offset = float2(mid.x, start.y);
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} break;
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case BG_IMAGE_TR: {
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dest_offset = float2(end.x, start.y);
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} break;
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case BG_IMAGE_ML: {
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dest_offset = float2(start.x, mid.y);
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} break;
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case BG_IMAGE_MC: {
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dest_offset = float2(mid.x, mid.y);
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} break;
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case BG_IMAGE_MR: {
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dest_offset = float2(end.x, mid.y);
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} break;
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case BG_IMAGE_BL: {
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dest_offset = float2(start.x, end.y);
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} break;
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case BG_IMAGE_BC: {
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dest_offset = float2(mid.x, end.y);
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} break;
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case BG_IMAGE_BR: {
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dest_offset = float2(end.x, end.y);
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} break;
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}
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out.offset = dest_offset;
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out.scale = tex_size / dest_size;
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// We load a fully opaque version of the bg color and combine it with
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// the alpha separately, because we need these as separate values in
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// the framgment shader.
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out.bg_color = float4(load_color(
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uchar4(uniforms.bg_color.rgb, 255),
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uniforms.use_display_p3,
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uniforms.use_linear_blending
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).rgb, float(uniforms.bg_color.a) / 255.0);
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return out;
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}
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fragment float4 bg_image_fragment(
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BgImageVertexOut in [[stage_in]],
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texture2d<float> image [[texture(0)]],
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constant Uniforms& uniforms [[buffer(1)]]
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) {
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constexpr sampler textureSampler(
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coord::pixel,
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address::clamp_to_zero,
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filter::linear
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);
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// Our texture coordinate is based on the screen position, offset by the
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// dest rect origin, and scaled by the ratio between the dest rect size
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// and the original texture size, which effectively scales the original
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// size of the texture to the dest rect size.
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float2 tex_coord = (in.position.xy - in.offset) * in.scale;
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// If we need to repeat the texture, wrap the coordinates.
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if (in.repeat) {
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float2 tex_size = float2(image.get_width(), image.get_height());
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tex_coord = fmod(fmod(tex_coord, tex_size) + tex_size, tex_size);
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}
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float4 rgba = image.sample(textureSampler, tex_coord);
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if (!uniforms.use_linear_blending) {
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rgba = unlinearize(rgba);
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}
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// Premultiply the bg image.
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rgba.rgb *= rgba.a;
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// Multiply it by the configured opacity, but cap it at
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// the value that will make it fully opaque relative to
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// the background color alpha, so it isn't overexposed.
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rgba *= min(in.opacity, 1.0 / in.bg_color.a);
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// Blend it on to a fully opaque version of the background color.
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rgba += max(float4(0.0), float4(in.bg_color.rgb, 1.0) * (1.0 - rgba.a));
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// Multiply everything by the background color alpha.
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rgba *= in.bg_color.a;
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return rgba;
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}
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//-------------------------------------------------------------------
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// Cell Background Shader
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//-------------------------------------------------------------------
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#pragma mark - Cell BG Shader
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fragment float4 cell_bg_fragment(
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FullScreenVertexOut in [[stage_in]],
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constant Uniforms& uniforms [[buffer(1)]],
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constant uchar4 *cells [[buffer(2)]]
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) {
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int2 grid_pos = int2(floor((in.position.xy - uniforms.grid_padding.wx) / uniforms.cell_size));
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float4 bg = float4(0.0);
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// Clamp x position, extends edge bg colors in to padding on sides.
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if (grid_pos.x < 0) {
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if (uniforms.padding_extend & EXTEND_LEFT) {
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grid_pos.x = 0;
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} else {
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return bg;
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}
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} else if (grid_pos.x > uniforms.grid_size.x - 1) {
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if (uniforms.padding_extend & EXTEND_RIGHT) {
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grid_pos.x = uniforms.grid_size.x - 1;
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} else {
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return bg;
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}
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}
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// Clamp y position if we should extend, otherwise discard if out of bounds.
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if (grid_pos.y < 0) {
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if (uniforms.padding_extend & EXTEND_UP) {
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grid_pos.y = 0;
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} else {
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return bg;
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}
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} else if (grid_pos.y > uniforms.grid_size.y - 1) {
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if (uniforms.padding_extend & EXTEND_DOWN) {
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grid_pos.y = uniforms.grid_size.y - 1;
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} else {
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return bg;
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}
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}
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// Load the color for the cell.
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uchar4 cell_color = cells[grid_pos.y * uniforms.grid_size.x + grid_pos.x];
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// Convert the color and return it.
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//
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// TODO: It might be a good idea to do a pass before this
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// to convert all of the bg colors, so we don't waste
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// a bunch of work converting the cell color in every
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// fragment of each cell. It's not the most epxensive
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// operation, but it is still wasted work.
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return load_color(
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cell_color,
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uniforms.use_display_p3,
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uniforms.use_linear_blending
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);
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}
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//-------------------------------------------------------------------
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// Cell Text Shader
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//-------------------------------------------------------------------
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#pragma mark - Cell Text Shader
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// The possible modes that a cell fg entry can take.
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enum CellTextMode : uint8_t {
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MODE_TEXT = 1u,
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MODE_TEXT_CONSTRAINED = 2u,
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MODE_TEXT_COLOR = 3u,
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MODE_TEXT_CURSOR = 4u,
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MODE_TEXT_POWERLINE = 5u,
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};
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|
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struct CellTextVertexIn {
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// The position of the glyph in the texture (x, y)
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uint2 glyph_pos [[attribute(0)]];
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// The size of the glyph in the texture (w, h)
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uint2 glyph_size [[attribute(1)]];
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// The left and top bearings for the glyph (x, y)
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int2 bearings [[attribute(2)]];
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|
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// The grid coordinates (x, y) where x < columns and y < rows
|
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ushort2 grid_pos [[attribute(3)]];
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// The color of the rendered text glyph.
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uchar4 color [[attribute(4)]];
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// The mode for this cell.
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uint8_t mode [[attribute(5)]];
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// The width to constrain the glyph to, in cells, or 0 for no constraint.
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uint8_t constraint_width [[attribute(6)]];
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};
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struct CellTextVertexOut {
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float4 position [[position]];
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uint8_t mode [[flat]];
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float4 color [[flat]];
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float4 bg_color [[flat]];
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float2 tex_coord;
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};
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vertex CellTextVertexOut cell_text_vertex(
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uint vid [[vertex_id]],
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CellTextVertexIn in [[stage_in]],
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constant Uniforms& uniforms [[buffer(1)]],
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constant uchar4 *bg_colors [[buffer(2)]]
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) {
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// Convert the grid x, y into world space x, y by accounting for cell size
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float2 cell_pos = uniforms.cell_size * float2(in.grid_pos);
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|
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// We use a triangle strip with 4 vertices to render quads,
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// so we determine which corner of the cell this vertex is in
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// based on the vertex ID.
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//
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// 0 --> 1
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// | .'|
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// | / |
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// | L |
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// 2 --> 3
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//
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// 0 = top-left (0, 0)
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// 1 = top-right (1, 0)
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// 2 = bot-left (0, 1)
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// 3 = bot-right (1, 1)
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float2 corner;
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corner.x = float(vid == 1 || vid == 3);
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corner.y = float(vid == 2 || vid == 3);
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|
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CellTextVertexOut out;
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out.mode = in.mode;
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// === Grid Cell ===
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// +X
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// 0,0--...->
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// |
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// . offset.x = bearings.x
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// +Y. .|.
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// . | |
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// | cell_pos -> +-------+ _.
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// v ._| |_. _|- offset.y = cell_size.y - bearings.y
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// | | .###. | |
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// | | #...# | |
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// glyph_size.y -+ | ##### | |
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// | | #.... | +- bearings.y
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// |_| .#### | |
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// | |_|
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// +-------+
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// |_._|
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// |
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// glyph_size.x
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//
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// In order to get the top left of the glyph, we compute an offset based on
|
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// the bearings. The Y bearing is the distance from the bottom of the cell
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// to the top of the glyph, so we subtract it from the cell height to get
|
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// the y offset. The X bearing is the distance from the left of the cell
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// to the left of the glyph, so it works as the x offset directly.
|
|
|
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float2 size = float2(in.glyph_size);
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float2 offset = float2(in.bearings);
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|
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offset.y = uniforms.cell_size.y - offset.y;
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|
|
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// If we're constrained then we need to scale the glyph.
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if (in.mode == MODE_TEXT_CONSTRAINED) {
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float max_width = uniforms.cell_size.x * in.constraint_width;
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// If this glyph is wider than the constraint width,
|
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// fit it to the width and remove its horizontal offset.
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if (size.x > max_width) {
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float new_y = size.y * (max_width / size.x);
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offset.y += (size.y - new_y) / 2;
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offset.x = 0;
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size.y = new_y;
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size.x = max_width;
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} else if (max_width - size.x > offset.x) {
|
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// However, if it does fit in the constraint width, make
|
|
// sure the offset is small enough to not push it over the
|
|
// right edge of the constraint width.
|
|
offset.x = max_width - size.x;
|
|
}
|
|
}
|
|
|
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// Calculate the final position of the cell which uses our glyph size
|
|
// and glyph offset to create the correct bounding box for the glyph.
|
|
cell_pos = cell_pos + size * corner + offset;
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out.position =
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uniforms.projection_matrix * float4(cell_pos.x, cell_pos.y, 0.0f, 1.0f);
|
|
|
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// Calculate the texture coordinate in pixels. This is NOT normalized
|
|
// (between 0.0 and 1.0), and does not need to be, since the texture will
|
|
// be sampled with pixel coordinate mode.
|
|
out.tex_coord = float2(in.glyph_pos) + float2(in.glyph_size) * corner;
|
|
|
|
// Get our color. We always fetch a linearized version to
|
|
// make it easier to handle minimum contrast calculations.
|
|
out.color = load_color(
|
|
in.color,
|
|
uniforms.use_display_p3,
|
|
true
|
|
);
|
|
|
|
// Get the BG color
|
|
out.bg_color = load_color(
|
|
bg_colors[in.grid_pos.y * uniforms.grid_size.x + in.grid_pos.x],
|
|
uniforms.use_display_p3,
|
|
true
|
|
);
|
|
// Blend it with the global bg color
|
|
float4 global_bg = load_color(
|
|
uniforms.bg_color,
|
|
uniforms.use_display_p3,
|
|
true
|
|
);
|
|
out.bg_color += global_bg * (1.0 - out.bg_color.a);
|
|
|
|
// If we have a minimum contrast, we need to check if we need to
|
|
// change the color of the text to ensure it has enough contrast
|
|
// with the background.
|
|
// We only apply this adjustment to "normal" text with MODE_TEXT,
|
|
// since we want color glyphs to appear in their original color
|
|
// and Powerline glyphs to be unaffected (else parts of the line would
|
|
// have different colors as some parts are displayed via background colors).
|
|
if (uniforms.min_contrast > 1.0f && in.mode == MODE_TEXT) {
|
|
// Ensure our minimum contrast
|
|
out.color = contrasted_color(uniforms.min_contrast, out.color, out.bg_color);
|
|
}
|
|
|
|
// Check if current position is under cursor (including wide cursor)
|
|
bool is_cursor_pos = (
|
|
in.grid_pos.x == uniforms.cursor_pos.x ||
|
|
uniforms.cursor_wide &&
|
|
in.grid_pos.x == uniforms.cursor_pos.x + 1
|
|
) && in.grid_pos.y == uniforms.cursor_pos.y;
|
|
|
|
// If this cell is the cursor cell, then we need to change the color.
|
|
if (in.mode != MODE_TEXT_CURSOR && is_cursor_pos) {
|
|
out.color = load_color(
|
|
uniforms.cursor_color,
|
|
uniforms.use_display_p3,
|
|
false
|
|
);
|
|
}
|
|
|
|
return out;
|
|
}
|
|
|
|
fragment float4 cell_text_fragment(
|
|
CellTextVertexOut in [[stage_in]],
|
|
texture2d<float> textureGrayscale [[texture(0)]],
|
|
texture2d<float> textureColor [[texture(1)]],
|
|
constant Uniforms& uniforms [[buffer(1)]]
|
|
) {
|
|
constexpr sampler textureSampler(
|
|
coord::pixel,
|
|
address::clamp_to_edge,
|
|
// TODO(qwerasd): This can be changed back to filter::nearest when
|
|
// we move the constraint logic out of the GPU code
|
|
// which should once again guarantee pixel perfect
|
|
// sizing.
|
|
filter::linear
|
|
);
|
|
|
|
switch (in.mode) {
|
|
default:
|
|
case MODE_TEXT_CURSOR:
|
|
case MODE_TEXT_CONSTRAINED:
|
|
case MODE_TEXT_POWERLINE:
|
|
case MODE_TEXT: {
|
|
// Our input color is always linear.
|
|
float4 color = in.color;
|
|
|
|
// If we're not doing linear blending, then we need to
|
|
// re-apply the gamma encoding to our color manually.
|
|
//
|
|
// Since the alpha is premultiplied, we need to divide
|
|
// it out before unlinearizing and re-multiply it after.
|
|
if (!uniforms.use_linear_blending) {
|
|
color.rgb /= color.a;
|
|
color = unlinearize(color);
|
|
color.rgb *= color.a;
|
|
}
|
|
|
|
// Fetch our alpha mask for this pixel.
|
|
float a = textureGrayscale.sample(textureSampler, in.tex_coord).r;
|
|
|
|
// Linear blending weight correction corrects the alpha value to
|
|
// produce blending results which match gamma-incorrect blending.
|
|
if (uniforms.use_linear_correction) {
|
|
// Short explanation of how this works:
|
|
//
|
|
// We get the luminances of the foreground and background colors,
|
|
// and then unlinearize them and perform blending on them. This
|
|
// gives us our desired luminance, which we derive our new alpha
|
|
// value from by mapping the range [bg_l, fg_l] to [0, 1], since
|
|
// our final blend will be a linear interpolation from bg to fg.
|
|
//
|
|
// This yields virtually identical results for grayscale blending,
|
|
// and very similar but non-identical results for color blending.
|
|
float4 bg = in.bg_color;
|
|
float fg_l = luminance(color.rgb);
|
|
float bg_l = luminance(bg.rgb);
|
|
// To avoid numbers going haywire, we don't apply correction
|
|
// when the bg and fg luminances are within 0.001 of each other.
|
|
if (abs(fg_l - bg_l) > 0.001) {
|
|
float blend_l = linearize(unlinearize(fg_l) * a + unlinearize(bg_l) * (1.0 - a));
|
|
a = clamp((blend_l - bg_l) / (fg_l - bg_l), 0.0, 1.0);
|
|
}
|
|
}
|
|
|
|
// Multiply our whole color by the alpha mask.
|
|
// Since we use premultiplied alpha, this is
|
|
// the correct way to apply the mask.
|
|
color *= a;
|
|
|
|
return color;
|
|
}
|
|
|
|
case MODE_TEXT_COLOR: {
|
|
// For now, we assume that color glyphs
|
|
// are already premultiplied linear colors.
|
|
float4 color = textureColor.sample(textureSampler, in.tex_coord);
|
|
|
|
// If we're doing linear blending, we can return this right away.
|
|
if (uniforms.use_linear_blending) {
|
|
return color;
|
|
}
|
|
|
|
// Otherwise we need to unlinearize the color. Since the alpha is
|
|
// premultiplied, we need to divide it out before unlinearizing.
|
|
color.rgb /= color.a;
|
|
color = unlinearize(color);
|
|
color.rgb *= color.a;
|
|
|
|
return color;
|
|
}
|
|
}
|
|
}
|
|
//-------------------------------------------------------------------
|
|
// Image Shader
|
|
//-------------------------------------------------------------------
|
|
#pragma mark - Image Shader
|
|
|
|
struct ImageVertexIn {
|
|
// The grid coordinates (x, y) where x < columns and y < rows where
|
|
// the image will be rendered. It will be rendered from the top left.
|
|
float2 grid_pos [[attribute(0)]];
|
|
|
|
// Offset in pixels from the top-left of the cell to make the top-left
|
|
// corner of the image.
|
|
float2 cell_offset [[attribute(1)]];
|
|
|
|
// The source rectangle of the texture to sample from.
|
|
float4 source_rect [[attribute(2)]];
|
|
|
|
// The final width/height of the image in pixels.
|
|
float2 dest_size [[attribute(3)]];
|
|
};
|
|
|
|
struct ImageVertexOut {
|
|
float4 position [[position]];
|
|
float2 tex_coord;
|
|
};
|
|
|
|
vertex ImageVertexOut image_vertex(
|
|
uint vid [[vertex_id]],
|
|
ImageVertexIn in [[stage_in]],
|
|
texture2d<uint> image [[texture(0)]],
|
|
constant Uniforms& uniforms [[buffer(1)]]
|
|
) {
|
|
// We use a triangle strip with 4 vertices to render quads,
|
|
// so we determine which corner of the cell this vertex is in
|
|
// based on the vertex ID.
|
|
//
|
|
// 0 --> 1
|
|
// | .'|
|
|
// | / |
|
|
// | L |
|
|
// 2 --> 3
|
|
//
|
|
// 0 = top-left (0, 0)
|
|
// 1 = top-right (1, 0)
|
|
// 2 = bot-left (0, 1)
|
|
// 3 = bot-right (1, 1)
|
|
float2 corner;
|
|
corner.x = float(vid == 1 || vid == 3);
|
|
corner.y = float(vid == 2 || vid == 3);
|
|
|
|
// The texture coordinates start at our source x/y
|
|
// and add the width/height depending on the corner.
|
|
//
|
|
// We don't need to normalize because we use pixel addressing for our sampler.
|
|
float2 tex_coord = in.source_rect.xy;
|
|
tex_coord += in.source_rect.zw * corner;
|
|
|
|
ImageVertexOut out;
|
|
|
|
// The position of our image starts at the top-left of the grid cell and
|
|
// adds the source rect width/height components.
|
|
float2 image_pos = (uniforms.cell_size * in.grid_pos) + in.cell_offset;
|
|
image_pos += in.dest_size * corner;
|
|
|
|
out.position =
|
|
uniforms.projection_matrix * float4(image_pos.x, image_pos.y, 0.0f, 1.0f);
|
|
out.tex_coord = tex_coord;
|
|
return out;
|
|
}
|
|
|
|
fragment float4 image_fragment(
|
|
ImageVertexOut in [[stage_in]],
|
|
texture2d<float> image [[texture(0)]],
|
|
constant Uniforms& uniforms [[buffer(1)]]
|
|
) {
|
|
constexpr sampler textureSampler(
|
|
coord::pixel,
|
|
address::clamp_to_edge,
|
|
filter::linear
|
|
);
|
|
|
|
float4 rgba = image.sample(textureSampler, in.tex_coord);
|
|
|
|
if (!uniforms.use_linear_blending) {
|
|
rgba = unlinearize(rgba);
|
|
}
|
|
|
|
rgba.rgb *= rgba.a;
|
|
|
|
return rgba;
|
|
}
|
|
|