mirror of
https://github.com/kovidgoyal/kitty
synced 2026-07-07 17:43:53 +02:00
112 lines
4.3 KiB
GLSL
112 lines
4.3 KiB
GLSL
#pragma kitty_include_shader <alpha_blend.glsl>
|
|
#pragma kitty_include_shader <linear2srgb.glsl>
|
|
#pragma kitty_include_shader <cell_defines.glsl>
|
|
#pragma kitty_include_shader <utils.glsl>
|
|
|
|
uniform float text_contrast;
|
|
uniform float text_gamma_adjustment;
|
|
uniform sampler2DArray sprites;
|
|
|
|
in vec3 background;
|
|
in vec4 effective_background_premul;
|
|
#ifndef ONLY_BACKGROUND
|
|
in float effective_text_alpha;
|
|
in vec3 sprite_pos;
|
|
in vec3 underline_pos;
|
|
in vec3 cursor_pos;
|
|
in vec3 strike_pos;
|
|
flat in uint underline_exclusion_pos;
|
|
in vec3 cell_foreground;
|
|
in vec4 cursor_color_premult;
|
|
in vec3 decoration_fg;
|
|
in float colored_sprite;
|
|
#endif
|
|
|
|
out vec4 output_color;
|
|
|
|
// Scaling factor for the extra text-alpha adjustment for luminance-difference.
|
|
const float text_gamma_scaling = 0.5;
|
|
|
|
float clamp_to_unit_float(float x) {
|
|
// Clamp value to suitable output range
|
|
return clamp(x, 0.0f, 1.0f);
|
|
}
|
|
|
|
#ifndef ONLY_BACKGROUND
|
|
#if TEXT_NEW_GAMMA == 1
|
|
vec4 foreground_contrast(vec4 over, vec3 under) {
|
|
float under_luminance = dot(under, Y);
|
|
float over_lumininace = 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 - over_lumininace + under_luminance) * text_gamma_scaling) * text_contrast);
|
|
return over;
|
|
}
|
|
|
|
#else
|
|
|
|
vec4 foreground_contrast(vec4 over, vec3 under) {
|
|
// Simulation of gamma-incorrect blending
|
|
float under_luminance = dot(under, Y);
|
|
float over_lumininace = 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(over_lumininace) * over.a + linear2srgb(under_luminance) * (1.0f - over.a)) - under_luminance) / (over_lumininace - under_luminance));
|
|
return over;
|
|
}
|
|
#endif
|
|
|
|
vec4 load_text_foreground_color() {
|
|
// For colored sprites use the color from the sprite rather than the text foreground
|
|
// Return non-premultiplied foreground color
|
|
vec4 text_fg = texture(sprites, sprite_pos);
|
|
return vec4(mix(cell_foreground, text_fg.rgb, colored_sprite), text_fg.a);
|
|
}
|
|
|
|
vec4 calculate_premul_foreground_from_sprites(vec4 text_fg) {
|
|
// Return premul foreground color from decorations (cursor, underline, strikethrough)
|
|
ivec3 sz = textureSize(sprites, 0);
|
|
float underline_alpha = texture(sprites, underline_pos).a;
|
|
float underline_exclusion = texelFetch(sprites, ivec3(int(
|
|
sprite_pos.x * float(sz.x)), int(underline_exclusion_pos), int(sprite_pos.z)), 0).a;
|
|
underline_alpha *= 1.0f - underline_exclusion;
|
|
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_premult, cursor_alpha * cursor_color_premult.a);
|
|
}
|
|
|
|
vec4 adjust_foreground_contrast_with_background(vec4 text_fg, vec3 bg) {
|
|
// When rendering on a background we can adjust the alpha channel contrast
|
|
// to improve legibility based on the source and destination colors
|
|
return foreground_contrast(text_fg, bg);
|
|
}
|
|
#endif // ifndef ONLY_BACKGROUND
|
|
|
|
|
|
void main() {
|
|
#ifdef ONLY_FOREGROUND
|
|
vec4 ans_premul;
|
|
#else
|
|
vec4 ans_premul = effective_background_premul;
|
|
#endif
|
|
|
|
#ifndef ONLY_BACKGROUND
|
|
// blend in the foreground color
|
|
vec4 text_fg = load_text_foreground_color();
|
|
text_fg = adjust_foreground_contrast_with_background(text_fg, background);
|
|
vec4 text_fg_premul = calculate_premul_foreground_from_sprites(text_fg);
|
|
#ifdef ONLY_FOREGROUND
|
|
ans_premul = text_fg_premul;
|
|
#else
|
|
ans_premul = alpha_blend_premul(text_fg_premul, ans_premul);
|
|
#endif
|
|
#endif // ifndef ONLY_BACKGROUND
|
|
output_color = ans_premul;
|
|
}
|