CustomShaderRenderer

Struct CustomShaderRenderer 

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pub struct CustomShaderRenderer { /* private fields */ }
Expand description

Custom shader renderer that applies post-processing effects

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impl CustomShaderRenderer

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pub fn new( device: &Device, queue: &Queue, surface_format: TextureFormat, shader_path: &Path, width: u32, height: u32, animation_enabled: bool, animation_speed: f32, window_opacity: f32, text_opacity: f32, full_content_mode: bool, channel_paths: &[Option<PathBuf>; 4], ) -> Result<Self>

Create a new custom shader renderer from a GLSL shader file

§Arguments
  • device - The wgpu device
  • queue - The wgpu queue
  • surface_format - The surface texture format
  • shader_path - Path to the GLSL shader file
  • width - Initial viewport width
  • height - Initial viewport height
  • animation_enabled - Whether to animate iTime
  • animation_speed - Animation speed multiplier
  • window_opacity - Window opacity
  • text_opacity - Text opacity
  • full_content_mode - Whether shader receives full terminal content
  • channel_paths - Optional paths for iChannel1-4 textures
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pub fn intermediate_texture_view(&self) -> &TextureView

Get a view of the intermediate texture for rendering terminal content into

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pub fn resize(&mut self, device: &Device, width: u32, height: u32)

Resize the intermediate texture when window size changes

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pub fn render( &mut self, device: &Device, queue: &Queue, output_view: &TextureView, ) -> Result<()>

Render the custom shader effect to the output texture

This should be called after the terminal content has been rendered to the intermediate texture obtained via intermediate_texture_view().

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pub fn animation_enabled(&self) -> bool

Check if animation is enabled

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pub fn set_animation_enabled(&mut self, enabled: bool)

Set animation enabled state

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pub fn set_animation_speed(&mut self, speed: f32)

Update animation speed multiplier

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pub fn set_opacity(&mut self, opacity: f32)

Update window opacity (content alpha passed to shader)

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pub fn set_brightness(&mut self, brightness: f32)

Update shader brightness multiplier (dims shader background for readability)

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pub fn set_full_content_mode(&mut self, enabled: bool)

Update full content mode

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pub fn full_content_mode(&self) -> bool

Check if full content mode is enabled

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pub fn set_mouse_position(&mut self, x: f32, y: f32)

Update mouse position in pixel coordinates

§Arguments
  • x - Mouse X position in pixels (0 = left edge)
  • y - Mouse Y position in pixels (0 = top edge, will be flipped for shader)
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pub fn set_mouse_button(&mut self, pressed: bool, x: f32, y: f32)

Update mouse button state and click position

Call this when the left mouse button is pressed or released.

§Arguments
  • pressed - True if mouse button is now pressed, false if released
  • x - Mouse X position in pixels at time of click/release
  • y - Mouse Y position in pixels at time of click/release (will be flipped for shader)
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pub fn update_cursor( &mut self, col: usize, row: usize, opacity: f32, cursor_color: [f32; 4], style: CursorStyle, )

Update cursor position and appearance for shader effects

This method tracks cursor movement and records the time of change, enabling Ghostty-compatible cursor trail effects and animations.

§Arguments
  • col - Cursor column position (0-based)
  • row - Cursor row position (0-based)
  • opacity - Cursor opacity (0.0 = invisible, 1.0 = fully visible)
  • cursor_color - Cursor RGBA color
  • style - Cursor style (Block, Beam, Underline)
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pub fn update_cell_dimensions( &mut self, cell_width: f32, cell_height: f32, padding: f32, )

Update cell dimensions for cursor pixel position calculation

§Arguments
  • cell_width - Cell width in pixels
  • cell_height - Cell height in pixels
  • padding - Window padding in pixels
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pub fn cursor_needs_animation(&self) -> bool

Check if cursor animation might need continuous rendering

Returns true if a cursor trail animation is likely still in progress (within 1 second of the last cursor movement).

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pub fn update_channel_texture( &mut self, device: &Device, queue: &Queue, channel: u8, path: Option<&Path>, ) -> Result<()>

Update a channel texture at runtime

§Arguments
  • device - The wgpu device
  • queue - The wgpu queue
  • channel - Channel index (1-4)
  • path - Optional path to texture file (None = placeholder)
§Returns

Ok(()) if successful, Err if texture loading fails

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pub fn update_cursor_shader_config( &mut self, color: [u8; 3], trail_duration: f32, glow_radius: f32, glow_intensity: f32, )

Update cursor shader configuration from config values

§Arguments
  • color - Cursor color for shader effects [R, G, B] (0-255)
  • trail_duration - Duration of cursor trail effect in seconds
  • glow_radius - Radius of cursor glow effect in pixels
  • glow_intensity - Intensity of cursor glow effect (0.0-1.0)
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pub fn reload_from_source( &mut self, device: &Device, source: &str, name: &str, ) -> Result<()>

Reload the shader from a source string

This method compiles the new shader source and replaces the current pipeline. If compilation fails, returns an error and the old shader remains active.

§Arguments
  • device - The wgpu device
  • source - The GLSL shader source code
  • name - A name for error messages (e.g., “editor”)
§Returns

Ok(()) if successful, Err with error message if compilation fails

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