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Port the border shader
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91
kitty/shaders/border.slang
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91
kitty/shaders/border.slang
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#language slang 2026
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// Copyright (C) 2026 Kovid Goyal <kovid at kovidgoyal.net>
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// Distributed under terms of the GPLv3 license.
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import utils;
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// Macro definitions
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#define DEFAULT_BG 0
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#define ACTIVE_BORDER_COLOR 1
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#define INACTIVE_BORDER_COLOR 2
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#define WINDOW_BACKGROUND_PLACEHOLDER 3
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#define BELL_BORDER_COLOR 4
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#define TAB_BAR_BG_COLOR 5
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#define TAB_BAR_MARGIN_COLOR 6
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#define TAB_BAR_EDGE_LEFT_COLOR 7
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#define TAB_BAR_EDGE_RIGHT_COLOR 8
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uniform float gamma_lut[256];
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uniform uint colors[9];
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// Vertex attributes matching GLSL input locations
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struct VertexInput {
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float4 rect; // left, top, right, bottom
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uint rect_color;
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};
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// Vertex shader output structure
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struct VertexOutput
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{
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float4 color_premul : COLOR_PREMUL;
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float4 position : SV_Position;
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};
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// Indices into the rect vector
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static const int LEFT = 0;
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static const int TOP = 1;
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static const int RIGHT = 2;
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static const int BOTTOM = 3;
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static const uint FF = 0xff;
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static const uint2 pos_map[4] = {
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uint2(RIGHT, TOP),
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uint2(RIGHT, BOTTOM),
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uint2(LEFT, BOTTOM),
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uint2(LEFT, TOP)
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};
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float to_color(uint c) {
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return gamma_lut[c & FF];
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}
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float is_integer_value(uint c, int x) {
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return 1. - step(0.5, abs(float(c) - float(x)));
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}
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float3 as_color_vector(uint c, int shift) {
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return float3(to_color(c >> shift), to_color(c >> (shift - 8)), to_color(c >> (shift - 16)));
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}
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[shader("vertex")]
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VertexOutput vertex_main(float4 rect, uint rect_color, uniform float background_opacity, uint vertex_id : SV_VertexID)
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{
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VertexOutput output;
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uint2 pos = pos_map[vertex_id];
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output.position = float4(rect[pos.x], rect[pos.y], 0, 1);
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float3 window_bg = as_color_vector(rect_color, 24);
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uint rc = rect_color & FF;
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float3 color3 = as_color_vector(colors[rc], 16);
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float is_window_bg = is_integer_value(rc, WINDOW_BACKGROUND_PLACEHOLDER); // used by window padding areas
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float is_default_bg = is_integer_value(rc, DEFAULT_BG);
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color3 = if_one_then(is_window_bg, window_bg, color3);
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// Actual border quads and tab bar edge strips must be always drawn opaque
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float is_not_a_border = zero_or_one(abs(
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(float(rc) - ACTIVE_BORDER_COLOR) * (float(rc) - INACTIVE_BORDER_COLOR) * (float(rc) - BELL_BORDER_COLOR) *
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(float(rc) - TAB_BAR_EDGE_LEFT_COLOR) * (float(rc) - TAB_BAR_EDGE_RIGHT_COLOR)
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));
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float final_opacity = if_one_then(is_not_a_border, background_opacity, 1.);
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output.color_premul = vec4_premul(color3, final_opacity);
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return output;
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}
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[shader("fragment")]
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float4 fragment_main(float4 color_premul : COLOR_PREMUL) : SV_Target {
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return color_premul;
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}
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