Files
kitty/kitty/cell_fragment.glsl
2023-06-24 08:47:13 +05:30

207 lines
8.6 KiB
GLSL

#pragma kitty_include_shader <alpha_blend.glsl>
#pragma kitty_include_shader <linear2srgb.glsl>
#pragma kitty_include_shader <cell_defines.glsl>
in vec3 background;
in float draw_bg;
in float bg_alpha;
#ifdef NEEDS_FOREGROUND
uniform sampler2DArray sprites;
uniform float text_contrast;
uniform float text_gamma_adjustment;
uniform float text_fg_override_threshold;
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 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 two types of rendering, single pass and multi-pass. Multi-pass rendering is used when there
* are images that are below the foreground. Single pass rendering has PHASE=PHASE_BOTH. Otherwise, there
* are three passes, PHASE=PHASE_BACKGROUND, PHASE=PHASE_SPECIAL, PHASE=PHASE_FOREGROUND.
* 1) Single pass -- this path is used when there are either no images, or all images are
* drawn on top of text. In this case, there is a single pass,
* of this shader with cell foreground and background colors blended directly.
* Expected output is either opaque colors or pre-multiplied colors.
*
* 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). TRANSPARENT is not
* defined in the shaders.
* 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
* Same as (2a) except blending is done with PREMULT_BLEND and TRANSPARENT is defined in the shaders. background_opacity
* is applied to default colored background cells in step (1).
*/
// foreground functions {{{
#ifdef NEEDS_FOREGROUND
// sRGB luminance values
const vec3 Y = vec3(0.2126, 0.7152, 0.0722);
// 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);
}
#if (FG_OVERRIDE == 1)
vec3 fg_override(float under_luminance, float over_lumininace, vec3 over) {
// If the difference in luminance is too small,
// force the foreground color to be black or white.
float diff_luminance = abs(under_luminance - over_lumininace);
float override_level = (1.f - colored_sprite) * step(diff_luminance, FG_OVERRIDE_THRESHOLD);
float original_level = 1.f - override_level;
return original_level * over + override_level * vec3(step(under_luminance, 0.5f));
}
#endif
vec4 foreground_contrast(vec4 over, vec3 under) {
float under_luminance = dot(under, Y);
float over_lumininace = dot(over.rgb, Y);
#if (FG_OVERRIDE == 1)
over.rgb = fg_override(under_luminance, over_lumininace, over.rgb);
#endif
// 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;
}
#if (TEXT_NEW_GAMMA == 0)
vec4 foreground_contrast_incorrect(vec4 over, vec3 under) {
// Simulation of gamma-incorrect blending
float under_luminance = dot(under, Y);
float over_lumininace = dot(over.rgb, Y);
#if (FG_OVERRIDE == 1)
over.rgb = fg_override(under_luminance, over_lumininace, over.rgb);
#endif
// 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(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)
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 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
#if (TEXT_NEW_GAMMA == 0)
return foreground_contrast_incorrect(text_fg, bg);
#else
return foreground_contrast(text_fg, bg);
#endif
}
#endif
// end foreground functions }}}
float adjust_alpha_for_incorrect_blending_by_compositor(float text_fg_alpha, float final_alpha) {
// Adjust the transparent alpha-channel to account for incorrect
// gamma-blending performed by the compositor (true for at least wlroots, picom)
// We have a linear alpha channel apply the sRGB curve to it once again to compensate
// for the incorrect blending in the compositor.
// We apply the correction only if there was actual text at this pixel, so as to not make
// background_opacity non-linear
// See https://github.com/kovidgoyal/kitty/issues/6209 for discussion.
const float threshold = 0.000001;
// linear2srgb(final_alpha) if text_fg_alpha >= threshold else final_alpha
return mix(final_alpha, linear2srgb(final_alpha), step(threshold, text_fg_alpha));
}
void main() {
#if (PHASE == PHASE_BOTH)
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 TRANSPARENT
final_color = alpha_blend_premul(text_fg_premul, vec4_premul(background, bg_alpha));
final_color.a = adjust_alpha_for_incorrect_blending_by_compositor(text_fg_premul.a, final_color.a);
#else
final_color = alpha_blend_premul(text_fg_premul, background);
#endif
#endif
#if (PHASE == PHASE_SPECIAL)
#ifdef TRANSPARENT
final_color = vec4_premul(background, bg_alpha);
#else
final_color = vec4(background, bg_alpha);
#endif
#endif
#if (PHASE == PHASE_BACKGROUND)
#ifdef TRANSPARENT
final_color = vec4_premul(background, bg_alpha);
#else
final_color = vec4(background, draw_bg);
#endif
#endif
#if (PHASE == PHASE_FOREGROUND)
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);
final_color = text_fg_premul;
#ifdef TRANSPARENT
final_color.a = adjust_alpha_for_incorrect_blending_by_compositor(text_fg_premul.a, final_color.a);
#endif
#endif
}