diff options
Diffstat (limited to 'render/fx_renderer/gles2/shaders')
-rw-r--r-- | render/fx_renderer/gles2/shaders/box_shadow.frag | 15 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/meson.build | 1 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/stencil_mask.frag | 22 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/tex.frag | 22 |
4 files changed, 23 insertions, 37 deletions
diff --git a/render/fx_renderer/gles2/shaders/box_shadow.frag b/render/fx_renderer/gles2/shaders/box_shadow.frag index 92d40fc..9ab9937 100644 --- a/render/fx_renderer/gles2/shaders/box_shadow.frag +++ b/render/fx_renderer/gles2/shaders/box_shadow.frag @@ -65,15 +65,22 @@ float random() { return fract(sin(dot(vec2(12.9898, 78.233), gl_FragCoord.xy)) * 43758.5453); } +float roundRectSDF(vec2 half_size, vec2 position, float radius) { + vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_size + radius; + return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius; +} + void main() { - float frag_alpha = v_color.a * roundedBoxShadow( + float shadow_alpha = v_color.a * roundedBoxShadow( position + blur_sigma, position + size - blur_sigma, gl_FragCoord.xy, blur_sigma * 0.5, corner_radius); - // dither the alpha to break up color bands - frag_alpha += (random() - 0.5) / 128.0; + shadow_alpha += (random() - 0.5) / 128.0; + + // get the window alpha so we can render around the window + float window_alpha = 1.0 - smoothstep(-1.0, 1.0, roundRectSDF((size * 0.5) - blur_sigma, position + blur_sigma, corner_radius)); - gl_FragColor = vec4(v_color.rgb, frag_alpha); + gl_FragColor = vec4(v_color.rgb, shadow_alpha * (1.0 - window_alpha)); } diff --git a/render/fx_renderer/gles2/shaders/meson.build b/render/fx_renderer/gles2/shaders/meson.build index 427fcaf..f5b5b41 100644 --- a/render/fx_renderer/gles2/shaders/meson.build +++ b/render/fx_renderer/gles2/shaders/meson.build @@ -7,7 +7,6 @@ shaders = [ 'tex.frag', 'rounded_border_corner.frag', 'box_shadow.frag', - 'stencil_mask.frag', 'blur1.frag', 'blur2.frag', 'blur_effects.frag', diff --git a/render/fx_renderer/gles2/shaders/stencil_mask.frag b/render/fx_renderer/gles2/shaders/stencil_mask.frag deleted file mode 100644 index e1fd76a..0000000 --- a/render/fx_renderer/gles2/shaders/stencil_mask.frag +++ /dev/null @@ -1,22 +0,0 @@ -#ifdef GL_FRAGMENT_PRECISION_HIGH -precision highp float; -#else -precision mediump float; -#endif - -varying vec2 v_texcoord; - -uniform vec2 half_size; -uniform vec2 position; -uniform float radius; - -void main() { - vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_size + radius; - 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(0.0), vec4(1.0), smoothedAlpha); - - if (gl_FragColor.a < 1.0) { - discard; - } -} diff --git a/render/fx_renderer/gles2/shaders/tex.frag b/render/fx_renderer/gles2/shaders/tex.frag index d08c95d..1377c00 100644 --- a/render/fx_renderer/gles2/shaders/tex.frag +++ b/render/fx_renderer/gles2/shaders/tex.frag @@ -26,7 +26,7 @@ uniform sampler2D tex; uniform float alpha; -uniform vec2 size; +uniform vec2 half_size; uniform vec2 position; uniform float radius; uniform bool has_titlebar; @@ -42,19 +42,21 @@ vec4 sample_texture() { #endif } +float roundRectSDF() { + vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_size + radius; + return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius; +} + void main() { 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) { discard; + return; + } + + if (!has_titlebar || gl_FragCoord.y - position.y > radius) { + float alpha = smoothstep(-1.0, 1.0, roundRectSDF()); + gl_FragColor = mix(gl_FragColor, vec4(0.0), alpha); } } |