diff options
author | William McKinnon <[email protected]> | 2024-04-15 01:32:22 -0400 |
---|---|---|
committer | GitHub <[email protected]> | 2024-04-15 01:32:22 -0400 |
commit | e1f4bc5996b1c77c7fa8536b7c03d9eb4140227d (patch) | |
tree | 3fa8045ca37131acc96c88cec4a2f920de6113fb /render/fx_renderer/gles2 | |
parent | 7e723f983b074e62e676caffe21cd5527b524587 (diff) |
feat: add functions required by SwayFX (#35)
Diffstat (limited to 'render/fx_renderer/gles2')
-rw-r--r-- | render/fx_renderer/gles2/shaders/meson.build | 2 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/quad_round.frag | 39 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/rounded_border_corner.frag | 36 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/tex.frag | 18 |
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) { |