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authorWill McKinnon <[email protected]>2022-11-10 01:32:28 -0500
committerWill McKinnon <[email protected]>2022-11-10 01:52:04 -0500
commit26271ef865bf5137d8b3491336fc9e7b97dfef10 (patch)
treef942bd0d334152a2f217840303251f1dd579738c /include
parent79dfbb9f449ea29a890f818dd21a65d8c781d957 (diff)
refactor: move shaders to individual files
Diffstat (limited to 'include')
-rw-r--r--include/sway/desktop/shaders.h142
1 files changed, 0 insertions, 142 deletions
diff --git a/include/sway/desktop/shaders.h b/include/sway/desktop/shaders.h
deleted file mode 100644
index 6a9f8863..00000000
--- a/include/sway/desktop/shaders.h
+++ /dev/null
@@ -1,142 +0,0 @@
-#ifndef _SWAY_SHADERS_H
-#define _SWAY_SHADERS_H
-
-#include <GLES2/gl2.h>
-
-// Colored quads
-const GLchar quad_vertex_src[] =
-"uniform mat3 proj;\n"
-"uniform vec4 color;\n"
-"attribute vec2 pos;\n"
-"attribute vec2 texcoord;\n"
-"varying vec4 v_color;\n"
-"varying vec2 v_texcoord;\n"
-"\n"
-"void main() {\n"
-" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
-" v_color = color;\n"
-" v_texcoord = texcoord;\n"
-"}\n";
-
-const GLchar quad_fragment_src[] =
-"precision mediump float;\n"
-"varying vec4 v_color;\n"
-"varying vec2 v_texcoord;\n"
-"\n"
-"void main() {\n"
-" gl_FragColor = v_color;\n"
-"}\n";
-
-// Textured quads
-const GLchar tex_vertex_src[] =
-"uniform mat3 proj;\n"
-"attribute vec2 pos;\n"
-"attribute vec2 texcoord;\n"
-"varying vec2 v_texcoord;\n"
-"\n"
-"void main() {\n"
-" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
-" v_texcoord = texcoord;\n"
-"}\n";
-
-const GLchar tex_fragment_src_rgba[] =
-"precision mediump float;\n"
-"varying vec2 v_texcoord;\n"
-"uniform sampler2D tex;\n"
-"uniform float alpha;\n"
-"\n"
-"uniform vec2 size;\n"
-"uniform vec2 position;\n"
-"uniform float radius;\n"
-"\n"
-"void main() {\n"
-" gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n"
-" vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy);\n"
-" if (max(corner_distance.x, corner_distance.y) < radius) {\n"
-" float d = radius - distance(corner_distance, vec2(radius));\n"
-" float smooth = smoothstep(-1.0f, 0.5f, d);\n"
-" gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n"
-" }\n"
-"}\n";
-
-const GLchar tex_fragment_src_rgbx[] =
-"precision mediump float;\n"
-"varying vec2 v_texcoord;\n"
-"uniform sampler2D tex;\n"
-"uniform float alpha;\n"
-"\n"
-"uniform vec2 size;\n"
-"uniform vec2 position;\n"
-"uniform float radius;\n"
-"\n"
-"void main() {\n"
-" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
-" vec2 corner_distance = min(gl_FragCoord.xy - position, position + size - gl_FragCoord.xy);\n"
-" if (max(corner_distance.x, corner_distance.y) < radius) {\n"
-" float d = radius - distance(corner_distance, vec2(radius));\n"
-" float smooth = smoothstep(-1.0f, 0.5f, d);\n"
-" gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n"
-" }\n"
-"}\n";
-
-const GLchar tex_fragment_src_external[] =
-"#extension GL_OES_EGL_image_external : require\n"
-"\n"
-"precision mediump float;\n"
-"varying vec2 v_texcoord;\n"
-"uniform samplerExternalOES texture0;\n"
-"uniform float alpha;\n"
-"\n"
-"uniform vec2 size;\n"
-"uniform vec2 position;\n"
-"uniform float radius;\n"
-"\n"
-"void main() {\n"
-" gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n"
-" vec2 corner_distance = min(gl_FragCoord.xy - position, position + size - gl_FragCoord.xy);\n"
-" if (max(corner_distance.x, corner_distance.y) < radius) {\n"
-" float d = radius - distance(corner_distance, vec2(radius));\n"
-" float smooth = smoothstep(-1.0f, 0.5f, d);\n"
-" gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n"
-" }\n"
-"}\n";
-
-const GLchar corner_fragment_src[] =
-"precision mediump float;\n"
-"varying vec4 v_color;\n"
-"varying vec2 v_texcoord;\n"
-"\n"
-"uniform bool is_top_left;\n"
-"uniform bool is_top_right;\n"
-"uniform bool is_bottom_left;\n"
-"uniform bool is_bottom_right;\n"
-"\n"
-"uniform vec2 position;\n"
-"uniform float radius;\n"
-"uniform vec2 half_size;\n"
-"uniform float half_thickness;\n"
-"\n"
-"float roundedBoxSDF(vec2 center, vec2 size, float radius) {\n"
-" return length(max(abs(center) - size + radius, 0.0)) - radius;\n"
-"}\n"
-"\n"
-"void main() {\n"
-" vec2 center = gl_FragCoord.xy - position - half_size;\n"
-" float distance = roundedBoxSDF(center, half_size - half_thickness, radius + half_thickness);\n"
-" float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - half_thickness);\n"
-// 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);\n"
-" gl_FragColor = mix(vec4(0), v_color, smoothedAlphaOuter - smoothedAlphaInner);\n"
-"\n"
-" if (is_top_left && (center.y > 0.0 || center.x > 0.0)) {\n"
-" discard;\n"
-" } else if (is_top_right && (center.y > 0.0 || center.x < 0.0)) {\n"
-" discard;\n"
-" } else if (is_bottom_left && (center.y < 0.0 || center.x > 0.0)) {\n"
-" discard;\n"
-" } else if (is_bottom_right && (center.y < 0.0 || center.x < 0.0)) {\n"
-" discard;\n"
-" }\n"
-"}\n";
-
-#endif