summaryrefslogtreecommitdiff
path: root/render/fx_renderer/gles2/shaders
diff options
context:
space:
mode:
authorWilliam McKinnon <[email protected]>2024-04-15 01:32:22 -0400
committerGitHub <[email protected]>2024-04-15 01:32:22 -0400
commite1f4bc5996b1c77c7fa8536b7c03d9eb4140227d (patch)
tree3fa8045ca37131acc96c88cec4a2f920de6113fb /render/fx_renderer/gles2/shaders
parent7e723f983b074e62e676caffe21cd5527b524587 (diff)
feat: add functions required by SwayFX (#35)
Diffstat (limited to 'render/fx_renderer/gles2/shaders')
-rw-r--r--render/fx_renderer/gles2/shaders/meson.build2
-rw-r--r--render/fx_renderer/gles2/shaders/quad_round.frag39
-rw-r--r--render/fx_renderer/gles2/shaders/rounded_border_corner.frag36
-rw-r--r--render/fx_renderer/gles2/shaders/tex.frag18
4 files changed, 89 insertions, 6 deletions
diff --git a/render/fx_renderer/gles2/shaders/meson.build b/render/fx_renderer/gles2/shaders/meson.build
index a751e1a..fb83e0c 100644
--- a/render/fx_renderer/gles2/shaders/meson.build
+++ b/render/fx_renderer/gles2/shaders/meson.build
@@ -3,7 +3,9 @@ embed = find_program('./embed.sh', native: true)
shaders = [
'common.vert',
'quad.frag',
+ 'quad_round.frag',
'tex.frag',
+ 'rounded_border_corner.frag',
'box_shadow.frag',
'stencil_mask.frag',
'blur1.frag',
diff --git a/render/fx_renderer/gles2/shaders/quad_round.frag b/render/fx_renderer/gles2/shaders/quad_round.frag
new file mode 100644
index 0000000..02e9902
--- /dev/null
+++ b/render/fx_renderer/gles2/shaders/quad_round.frag
@@ -0,0 +1,39 @@
+#define SOURCE_QUAD_ROUND 1
+#define SOURCE_QUAD_ROUND_TOP_LEFT 2
+#define SOURCE_QUAD_ROUND_TOP_RIGHT 3
+#define SOURCE_QUAD_ROUND_BOTTOM_RIGHT 4
+#define SOURCE_QUAD_ROUND_BOTTOM_LEFT 5
+
+#if !defined(SOURCE)
+#error "Missing shader preamble"
+#endif
+
+precision mediump float;
+varying vec4 v_color;
+varying vec2 v_texcoord;
+
+uniform vec2 size;
+uniform vec2 position;
+uniform float radius;
+
+vec2 getCornerDist() {
+#if SOURCE == SOURCE_QUAD_ROUND
+ vec2 half_size = size * 0.5;
+ return abs(gl_FragCoord.xy - position - half_size) - half_size + radius;
+#elif SOURCE == SOURCE_QUAD_ROUND_TOP_LEFT
+ return abs(gl_FragCoord.xy - position - size) - size + radius;
+#elif SOURCE == SOURCE_QUAD_ROUND_TOP_RIGHT
+ return abs(gl_FragCoord.xy - position - vec2(0, size.y)) - size + radius;
+#elif SOURCE == SOURCE_QUAD_ROUND_BOTTOM_RIGHT
+ return abs(gl_FragCoord.xy - position) - size + radius;
+#elif SOURCE == SOURCE_QUAD_ROUND_BOTTOM_LEFT
+ return abs(gl_FragCoord.xy - position - vec2(size.x, 0)) - size + radius;
+#endif
+}
+
+void main() {
+ vec2 q = getCornerDist();
+ float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius;
+ float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist);
+ gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
+}
diff --git a/render/fx_renderer/gles2/shaders/rounded_border_corner.frag b/render/fx_renderer/gles2/shaders/rounded_border_corner.frag
new file mode 100644
index 0000000..7699299
--- /dev/null
+++ b/render/fx_renderer/gles2/shaders/rounded_border_corner.frag
@@ -0,0 +1,36 @@
+precision mediump float;
+varying vec4 v_color;
+varying vec2 v_texcoord;
+
+uniform bool is_top_left;
+uniform bool is_top_right;
+uniform bool is_bottom_left;
+uniform bool is_bottom_right;
+
+uniform vec2 position;
+uniform float radius;
+uniform vec2 half_size;
+uniform float half_thickness;
+
+float roundedBoxSDF(vec2 center, vec2 size, float radius) {
+ return length(max(abs(center) - size + radius, 0.0)) - radius;
+}
+
+void main() {
+ vec2 center = gl_FragCoord.xy - position - half_size;
+ float distance = roundedBoxSDF(center, half_size - half_thickness, radius + half_thickness);
+ float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - half_thickness);
+ // Create an inner circle that isn't as anti-aliased as the outer ring
+ float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + half_thickness);
+ gl_FragColor = mix(vec4(0), v_color, smoothedAlphaOuter - smoothedAlphaInner);
+
+ if (is_top_left && (center.y > 0.0 || center.x > 0.0)) {
+ discard;
+ } else if (is_top_right && (center.y > 0.0 || center.x < 0.0)) {
+ discard;
+ } else if (is_bottom_left && (center.y < 0.0 || center.x > 0.0)) {
+ discard;
+ } else if (is_bottom_right && (center.y < 0.0 || center.x < 0.0)) {
+ discard;
+ }
+}
diff --git a/render/fx_renderer/gles2/shaders/tex.frag b/render/fx_renderer/gles2/shaders/tex.frag
index b7ba3fc..d08c95d 100644
--- a/render/fx_renderer/gles2/shaders/tex.frag
+++ b/render/fx_renderer/gles2/shaders/tex.frag
@@ -29,7 +29,10 @@ uniform float alpha;
uniform vec2 size;
uniform vec2 position;
uniform float radius;
+uniform bool has_titlebar;
uniform bool discard_transparent;
+uniform float dim;
+uniform vec4 dim_color;
vec4 sample_texture() {
#if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL
@@ -40,12 +43,15 @@ vec4 sample_texture() {
}
void main() {
- gl_FragColor = sample_texture() * alpha;
- vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy);
- if (max(corner_distance.x, corner_distance.y) < radius) {
- float d = radius - distance(corner_distance, vec2(radius));
- float smooth = smoothstep(-1.0, 0.5, d);
- gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
+ gl_FragColor = mix(sample_texture(), dim_color, dim) * alpha;
+
+ if (!has_titlebar || gl_FragCoord.y - position.y > radius) {
+ vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy);
+ if (max(corner_distance.x, corner_distance.y) < radius) {
+ float d = radius - distance(corner_distance, vec2(radius));
+ float smooth = smoothstep(-1.0, 0.5, d);
+ gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
+ }
}
if (discard_transparent && gl_FragColor.a == 0.0) {