diff options
author | Reza Jelveh <[email protected]> | 2024-04-15 13:39:41 +0800 |
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committer | GitHub <[email protected]> | 2024-04-15 01:39:41 -0400 |
commit | fb86ed6b0588dfdebfb66ce875bc63cfa0a897f6 (patch) | |
tree | 29857a1769107adc58696f08d379f608aa4e29a2 /sway/desktop/fx_renderer/shaders/tex.frag | |
parent | a5e79676c4bd22fc5902182acf0667907202a465 (diff) |
feat: 1.9 merge (#277)
Co-authored-by: William McKinnon <[email protected]>
Co-authored-by: Erik Reider <[email protected]>
Diffstat (limited to 'sway/desktop/fx_renderer/shaders/tex.frag')
-rw-r--r-- | sway/desktop/fx_renderer/shaders/tex.frag | 67 |
1 files changed, 0 insertions, 67 deletions
diff --git a/sway/desktop/fx_renderer/shaders/tex.frag b/sway/desktop/fx_renderer/shaders/tex.frag deleted file mode 100644 index 77501887..00000000 --- a/sway/desktop/fx_renderer/shaders/tex.frag +++ /dev/null @@ -1,67 +0,0 @@ -#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 float dim; -uniform vec4 dim_color; -uniform vec2 size; -uniform vec2 position; -uniform float radius; -uniform float saturation; -uniform bool has_titlebar; -uniform bool discard_transparent; - -const vec3 saturation_weight = vec3(0.2125, 0.7154, 0.0721); - -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() { - vec4 color = sample_texture(); - // Saturation - if (saturation != 1.0) { - vec4 pixColor = texture2D(tex, v_texcoord); - vec3 irgb = pixColor.rgb; - vec3 target = vec3(dot(irgb, saturation_weight)); - color = vec4(mix(target, irgb, saturation), pixColor.a); - } - // Dimming - gl_FragColor = mix(color, 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; - } -} |