diff options
author | Erik Reider <[email protected]> | 2023-07-13 14:55:28 +0200 |
---|---|---|
committer | William McKinnon <[email protected]> | 2023-07-18 13:14:53 -0400 |
commit | d462d952de20bdb7c3c84b05ed94d15b07ee5116 (patch) | |
tree | 7cbe0e380c6c130495a30d8728365ab49cc4d956 /render/fx_renderer/gles2 | |
parent | 920c3c70d20e58b4af5a7abe52b24f47b90bc575 (diff) |
feat: initial fx_renderer implementation
Diffstat (limited to 'render/fx_renderer/gles2')
-rw-r--r-- | render/fx_renderer/gles2/meson.build | 2 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/common.vert | 12 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/embed.sh | 11 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/meson.build | 21 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/quad.frag | 7 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/tex.frag | 44 |
6 files changed, 97 insertions, 0 deletions
diff --git a/render/fx_renderer/gles2/meson.build b/render/fx_renderer/gles2/meson.build new file mode 100644 index 0000000..70cde2c --- /dev/null +++ b/render/fx_renderer/gles2/meson.build @@ -0,0 +1,2 @@ +subdir('shaders') + diff --git a/render/fx_renderer/gles2/shaders/common.vert b/render/fx_renderer/gles2/shaders/common.vert new file mode 100644 index 0000000..811e0f2 --- /dev/null +++ b/render/fx_renderer/gles2/shaders/common.vert @@ -0,0 +1,12 @@ +uniform mat3 proj; +uniform vec4 color; +attribute vec2 pos; +attribute vec2 texcoord; +varying vec4 v_color; +varying vec2 v_texcoord; + +void main() { + gl_Position = vec4(proj * vec3(pos, 1.0), 1.0); + v_color = color; + v_texcoord = texcoord; +} diff --git a/render/fx_renderer/gles2/shaders/embed.sh b/render/fx_renderer/gles2/shaders/embed.sh new file mode 100644 index 0000000..47f0789 --- /dev/null +++ b/render/fx_renderer/gles2/shaders/embed.sh @@ -0,0 +1,11 @@ +#!/bin/sh -eu + +var=${1:-data} +hex="$(od -A n -t x1 -v)" + +echo "static const char $var[] = {" +for byte in $hex; do + echo " 0x$byte," +done +echo " 0x00," +echo "};" diff --git a/render/fx_renderer/gles2/shaders/meson.build b/render/fx_renderer/gles2/shaders/meson.build new file mode 100644 index 0000000..ee030a2 --- /dev/null +++ b/render/fx_renderer/gles2/shaders/meson.build @@ -0,0 +1,21 @@ +embed = find_program('./embed.sh', native: true) + +shaders = [ + 'common.vert', + 'quad.frag', + 'tex.frag', +] + +foreach name : shaders + output = name.underscorify() + '_src.h' + var = name.underscorify() + '_src' + wlr_files += custom_target( + output, + command: [embed, var], + input: name, + output: output, + feed: true, + capture: true, + ) +endforeach + diff --git a/render/fx_renderer/gles2/shaders/quad.frag b/render/fx_renderer/gles2/shaders/quad.frag new file mode 100644 index 0000000..7c76327 --- /dev/null +++ b/render/fx_renderer/gles2/shaders/quad.frag @@ -0,0 +1,7 @@ +precision mediump float; +varying vec4 v_color; +varying vec2 v_texcoord; + +void main() { + gl_FragColor = v_color; +} diff --git a/render/fx_renderer/gles2/shaders/tex.frag b/render/fx_renderer/gles2/shaders/tex.frag new file mode 100644 index 0000000..bd3c596 --- /dev/null +++ b/render/fx_renderer/gles2/shaders/tex.frag @@ -0,0 +1,44 @@ +#define SOURCE_TEXTURE_RGBA 1 +#define SOURCE_TEXTURE_RGBX 2 +#define SOURCE_TEXTURE_EXTERNAL 3 + +#if !defined(SOURCE) +#error "Missing shader preamble" +#endif + +#if SOURCE == SOURCE_TEXTURE_EXTERNAL +#extension GL_OES_EGL_image_external : require +#endif + +precision mediump float; + +varying vec2 v_texcoord; + +#if SOURCE == SOURCE_TEXTURE_EXTERNAL +uniform samplerExternalOES tex; +#elif SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_RGBX +uniform sampler2D tex; +#endif + +uniform float alpha; +uniform vec2 size; +uniform vec2 position; +uniform float radius; + +vec4 sample_texture() { +#if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL + return texture2D(tex, v_texcoord); +#elif SOURCE == SOURCE_TEXTURE_RGBX + return vec4(texture2D(tex, v_texcoord).rgb, 1.0); +#endif +} + +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); + } +} |