Files
kitty/kitty/cell_fragment.glsl
2023-02-08 12:51:18 +05:30

208 lines
7.7 KiB
GLSL

#version GLSL_VERSION
#define {WHICH_PROGRAM}
#define NOT_TRANSPARENT
#if defined(SIMPLE) || defined(BACKGROUND) || defined(SPECIAL)
#define NEEDS_BACKROUND
#endif
#if defined(SIMPLE) || defined(FOREGROUND)
#define NEEDS_FOREGROUND
#endif
#ifdef NEEDS_BACKROUND
in vec3 background;
in float draw_bg;
#if defined(TRANSPARENT) || defined(SPECIAL)
in float bg_alpha;
#endif
#endif
#ifdef NEEDS_FOREGROUND
uniform sampler2DArray sprites;
uniform int text_old_gamma;
uniform float text_contrast;
uniform float text_gamma_adjustment;
in float effective_text_alpha;
in vec3 sprite_pos;
in vec3 underline_pos;
in vec3 cursor_pos;
in vec3 strike_pos;
in vec3 foreground;
in vec4 cursor_color_vec;
in vec3 decoration_fg;
in float colored_sprite;
#endif
out vec4 final_color;
// Util functions {{{
vec4 alpha_blend(vec4 over, vec4 under) {
// Alpha blend two colors returning the resulting color pre-multiplied by its alpha
// and its alpha.
// See https://en.wikipedia.org/wiki/Alpha_compositing
float alpha = mix(under.a, 1.0f, over.a);
vec3 combined_color = mix(under.rgb * under.a, over.rgb, over.a);
return vec4(combined_color, alpha);
}
vec4 alpha_blend_premul(vec4 over, vec4 under) {
// Same as alpha_blend() except that it assumes over and under are both premultiplied.
float inv_over_alpha = 1.0f - over.a;
float alpha = over.a + under.a * inv_over_alpha;
return vec4(over.rgb + under.rgb * inv_over_alpha, alpha);
}
vec4 alpha_blend_premul(vec4 over, vec3 under) {
// same as alpha_blend_premul with under_alpha = 1 outputs a blended color
// with alpha 1 which is effectively pre-multiplied since alpha is 1
float inv_over_alpha = 1.0f - over.a;
return vec4(over.rgb + under.rgb * inv_over_alpha, 1.0);
}
vec4 vec4_premul(vec3 rgb, float a) {
return vec4(rgb * a, a);
}
vec4 vec4_premul(vec4 rgba) {
return vec4(rgba.rgb * rgba.a, rgba.a);
}
// }}}
/*
* Explanation of rendering:
* There are a couple of cases, in order of increasing complexity:
* 1) Simple -- this path is used when there are either no images, or all images are
* drawn on top of text and the background is opaque. In this case, there is a single pass,
* of this shader with cell foreground and background colors blended directly.
* Expected output is a color premultiplied by alpha, with an alpha specified as well.
*
* 2) Interleaved -- this path is used if background is not opaque and there are images or
* if the background is opaque but there are images under text. Rendering happens in
* multiple passes drawing the background and foreground separately and blending.
*
* 2a) Opaque bg with images under text
* There are multiple passes, each pass is blended onto the previous using the opaque blend func (alpha, 1- alpha):
* 1) Draw background for all cells
* 2) Draw the images that are supposed to be below both the background and text, if any. This happens in the graphics shader
* 3) Draw the background of cells that don't have the default background if any images were drawn in 2 above
* 4) Draw the images that are supposed to be below text but not background, again in graphics shader.
* 5) Draw the special cells (selection/cursor). Output is same as from step 1, with bg_alpha 1 for special cells and 0 otherwise
* 6) Draw the foreground -- expected output is color with alpha premultiplied which is blended using the premult blend func
* 7) Draw the images that are supposed to be above text again in the graphics shader
*
* 2b) Transparent bg with images
* First everything is rendered into a framebuffer, and then the framebuffer is blended onto
* the screen. The framebuffer is needed because it allows access to the background color pixels
* to blend with the image pixels. The steps are basically the same as for 2a.
*
* In this shader exactly *one* of SIMPLE, SPECIAL, FOREGROUND or BACKGROUND will be defined, corresponding
* to the appropriate rendering pass from above.
*/
#ifdef NEEDS_FOREGROUND
// sRGB luminance values
const vec3 Y = vec3(0.2126, 0.7152, 0.0722);
const float gamma_factor = 2.2;
// Scaling factor for the extra text-alpha adjustment for luminance-difference.
const float text_gamma_scaling = 0.5;
float linear2srgb(float x) {
// Approximation of linear-to-sRGB conversion
return pow(x, 1.0 / gamma_factor);
}
float srgb2linear(float x) {
// Approximation of sRGB-to-linear conversion
return pow(x, gamma_factor);
}
float clamp_to_unit_float(float x) {
// Clamp value to suitable output range
return clamp(x, 0.0f, 1.0f);
}
vec4 foreground_contrast(vec4 over, vec3 under) {
float underL = dot(under, Y);
float overL = dot(over.rgb, Y);
// Apply additional gamma-adjustment scaled by the luminance difference, the darker the foreground the more adjustment we apply.
// A multiplicative contrast is also available to increase saturation.
over.a = clamp_to_unit_float(mix(over.a, pow(over.a, text_gamma_adjustment), (1 - overL + underL) * text_gamma_scaling) * text_contrast);
return over;
}
vec4 foreground_contrast_incorrect(vec4 over, vec3 under) {
// Simulation of gamma-incorrect blending
float underL = dot(under, Y);
float overL = dot(over.rgb, Y);
// This is the original gamma-incorrect rendering, it is the solution of the following equation:
//
// linear2srgb(over * overA2 + under * (1 - overA2)) = linear2srgb(over) * over.a + linear2srgb(under) * (1 - over.a)
// ^ gamma correct blending with new alpha ^ gamma incorrect blending with old alpha
over.a = clamp_to_unit_float((srgb2linear(linear2srgb(overL) * over.a + linear2srgb(underL) * (1.0f - over.a)) - underL) / (overL - underL));
return over;
}
vec4 foreground_color() {
vec4 text_fg = texture(sprites, sprite_pos);
return vec4(mix(foreground, text_fg.rgb, colored_sprite), text_fg.a);
}
vec4 foreground_with_decorations(vec4 text_fg) {
float underline_alpha = texture(sprites, underline_pos).a;
float strike_alpha = texture(sprites, strike_pos).a;
float cursor_alpha = texture(sprites, cursor_pos).a;
// Since strike and text are the same color, we simply add the alpha values
float combined_alpha = min(text_fg.a + strike_alpha, 1.0f);
// Underline color might be different, so alpha blend
vec4 ans = alpha_blend(vec4(text_fg.rgb, combined_alpha * effective_text_alpha), vec4(decoration_fg, underline_alpha * effective_text_alpha));
return mix(ans, cursor_color_vec, cursor_alpha);
}
vec4 calculate_foreground() {
// returns the effective foreground color in pre-multiplied form
vec4 text_fg = foreground_color();
return foreground_with_decorations(text_fg);
}
vec4 calculate_foreground(vec3 bg) {
// When rendering on a background we can adjust the alpha channel contrast
// to improve legibility based on the source and destination colors
vec4 text_fg = foreground_color();
text_fg = mix(foreground_contrast(text_fg, bg), foreground_contrast_incorrect(text_fg, bg), text_old_gamma);
return foreground_with_decorations(text_fg);
}
#endif
void main() {
#ifdef SIMPLE
vec4 fg = calculate_foreground(background);
#ifdef TRANSPARENT
final_color = alpha_blend_premul(fg, vec4_premul(background, bg_alpha));
#else
final_color = alpha_blend_premul(fg, background);
#endif
#endif
#ifdef SPECIAL
#ifdef TRANSPARENT
final_color = vec4_premul(background, bg_alpha);
#else
final_color = vec4(background, bg_alpha);
#endif
#endif
#ifdef BACKGROUND
#if defined(TRANSPARENT)
final_color = vec4_premul(background, bg_alpha);
#else
final_color = vec4(background, draw_bg);
#endif
#endif
#ifdef FOREGROUND
final_color = calculate_foreground(); // pre-multiplied foreground
#endif
}