diff options
author | Will McKinnon <[email protected]> | 2023-04-06 18:49:51 -0400 |
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committer | Will McKinnon <[email protected]> | 2023-04-06 20:30:42 -0400 |
commit | 420364dd191fa3c22370bbaa34f178b07bcb8318 (patch) | |
tree | bf7e3bcb7a0835e0c16901a3b800c7f218607d53 /sway/desktop/fx_renderer/shaders | |
parent | c24fccd45c4bc69c968a09ae5b953672a29bac12 (diff) |
structure: moved fx_renderer and related fuctions to a folder
Diffstat (limited to 'sway/desktop/fx_renderer/shaders')
-rw-r--r-- | sway/desktop/fx_renderer/shaders/box_shadow.frag | 74 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/common.vert | 12 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/corner.frag | 36 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/embed.sh | 11 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/meson.build | 23 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/quad.frag | 7 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/quad_round.frag | 37 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/tex.frag | 62 |
8 files changed, 262 insertions, 0 deletions
diff --git a/sway/desktop/fx_renderer/shaders/box_shadow.frag b/sway/desktop/fx_renderer/shaders/box_shadow.frag new file mode 100644 index 00000000..c9b2b91f --- /dev/null +++ b/sway/desktop/fx_renderer/shaders/box_shadow.frag @@ -0,0 +1,74 @@ +// Writeup: https://madebyevan.com/shaders/fast-rounded-rectangle-shadows/ + +precision mediump float; +varying vec4 v_color; +varying vec2 v_texcoord; + +uniform vec2 position; +uniform vec2 size; +uniform float blur_sigma; +uniform float corner_radius; + +float gaussian(float x, float sigma) { + const float pi = 3.141592653589793; + return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * pi) * sigma); +} + +// approximates the error function, needed for the gaussian integral +vec2 erf(vec2 x) { + vec2 s = sign(x), a = abs(x); + x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a; + x *= x; + return s - s / (x * x); +} + +// return the blurred mask along the x dimension +float roundedBoxShadowX(float x, float y, float sigma, float corner, vec2 halfSize) { + float delta = min(halfSize.y - corner - abs(y), 0.0); + float curved = halfSize.x - corner + sqrt(max(0.0, corner * corner - delta * delta)); + vec2 integral = 0.5 + 0.5 * erf((x + vec2(-curved, curved)) * (sqrt(0.5) / sigma)); + return integral.y - integral.x; +} + +// return the mask for the shadow of a box from lower to upper +float roundedBoxShadow(vec2 lower, vec2 upper, vec2 point, float sigma, float corner_radius) { + // Center everything to make the math easier + vec2 center = (lower + upper) * 0.5; + vec2 halfSize = (upper - lower) * 0.5; + point -= center; + + // The signal is only non-zero in a limited range, so don't waste samples + float low = point.y - halfSize.y; + float high = point.y + halfSize.y; + float start = clamp(-3.0 * sigma, low, high); + float end = clamp(3.0 * sigma, low, high); + + // Accumulate samples (we can get away with surprisingly few samples) + float step = (end - start) / 4.0; + float y = start + step * 0.5; + float value = 0.0; + for (int i = 0; i < 4; i++) { + value += roundedBoxShadowX(point.x, point.y - y, sigma, corner_radius, halfSize) * gaussian(y, sigma) * step; + y += step; + } + + return value; +} + +// per-pixel "random" number between 0 and 1 +float random() { + return fract(sin(dot(vec2(12.9898, 78.233), gl_FragCoord.xy)) * 43758.5453); +} + +void main() { + float frag_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; + + gl_FragColor = vec4(v_color.rgb, frag_alpha); +} diff --git a/sway/desktop/fx_renderer/shaders/common.vert b/sway/desktop/fx_renderer/shaders/common.vert new file mode 100644 index 00000000..811e0f2d --- /dev/null +++ b/sway/desktop/fx_renderer/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/sway/desktop/fx_renderer/shaders/corner.frag b/sway/desktop/fx_renderer/shaders/corner.frag new file mode 100644 index 00000000..7699299a --- /dev/null +++ b/sway/desktop/fx_renderer/shaders/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/sway/desktop/fx_renderer/shaders/embed.sh b/sway/desktop/fx_renderer/shaders/embed.sh new file mode 100644 index 00000000..47f07892 --- /dev/null +++ b/sway/desktop/fx_renderer/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/sway/desktop/fx_renderer/shaders/meson.build b/sway/desktop/fx_renderer/shaders/meson.build new file mode 100644 index 00000000..6c0dd1d3 --- /dev/null +++ b/sway/desktop/fx_renderer/shaders/meson.build @@ -0,0 +1,23 @@ +embed = find_program('./embed.sh', native: true) + +shaders = [ + 'box_shadow.frag', + 'common.vert', + 'corner.frag', + 'quad.frag', + 'quad_round.frag', + 'tex.frag', +] + +foreach name : shaders + output = name.underscorify() + '_src.h' + var = name.underscorify() + '_src' + sway_sources += custom_target( + output, + command: [embed, var], + input: name, + output: output, + feed: true, + capture: true, + ) +endforeach diff --git a/sway/desktop/fx_renderer/shaders/quad.frag b/sway/desktop/fx_renderer/shaders/quad.frag new file mode 100644 index 00000000..7c763272 --- /dev/null +++ b/sway/desktop/fx_renderer/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/sway/desktop/fx_renderer/shaders/quad_round.frag b/sway/desktop/fx_renderer/shaders/quad_round.frag new file mode 100644 index 00000000..4dcf0c53 --- /dev/null +++ b/sway/desktop/fx_renderer/shaders/quad_round.frag @@ -0,0 +1,37 @@ +#define SOURCE_QUAD_ROUND 1 +#define SOURCE_QUAD_ROUND_TOP_LEFT 2 +#define SOURCE_QUAD_ROUND_TOP_RIGHT 3 + +#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; +#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); + + if (gl_FragColor.a == 0.0) { + discard; + } +} diff --git a/sway/desktop/fx_renderer/shaders/tex.frag b/sway/desktop/fx_renderer/shaders/tex.frag new file mode 100644 index 00000000..817b838c --- /dev/null +++ b/sway/desktop/fx_renderer/shaders/tex.frag @@ -0,0 +1,62 @@ +#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 bool has_titlebar; +uniform float saturation; + +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); + } + } +} |