diff options
author | Reza Jelveh <[email protected]> | 2024-04-15 13:39:41 +0800 |
---|---|---|
committer | GitHub <[email protected]> | 2024-04-15 01:39:41 -0400 |
commit | fb86ed6b0588dfdebfb66ce875bc63cfa0a897f6 (patch) | |
tree | 29857a1769107adc58696f08d379f608aa4e29a2 /sway/desktop/fx_renderer/shaders | |
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')
-rw-r--r-- | sway/desktop/fx_renderer/shaders/blur1.frag | 18 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/blur2.frag | 22 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/blur_effects.frag | 54 | ||||
-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 | 27 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/quad.frag | 7 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/quad_round.frag | 39 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/stencil_mask.frag | 17 | ||||
-rw-r--r-- | sway/desktop/fx_renderer/shaders/tex.frag | 67 |
12 files changed, 0 insertions, 384 deletions
diff --git a/sway/desktop/fx_renderer/shaders/blur1.frag b/sway/desktop/fx_renderer/shaders/blur1.frag deleted file mode 100644 index e7cb1be8..00000000 --- a/sway/desktop/fx_renderer/shaders/blur1.frag +++ /dev/null @@ -1,18 +0,0 @@ -precision mediump float; -varying mediump vec2 v_texcoord; -uniform sampler2D tex; - -uniform float radius; -uniform vec2 halfpixel; - -void main() { - vec2 uv = v_texcoord * 2.0; - - vec4 sum = texture2D(tex, uv) * 4.0; - sum += texture2D(tex, uv - halfpixel.xy * radius); - sum += texture2D(tex, uv + halfpixel.xy * radius); - sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius); - sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius); - - gl_FragColor = sum / 8.0; -} diff --git a/sway/desktop/fx_renderer/shaders/blur2.frag b/sway/desktop/fx_renderer/shaders/blur2.frag deleted file mode 100644 index 3755a294..00000000 --- a/sway/desktop/fx_renderer/shaders/blur2.frag +++ /dev/null @@ -1,22 +0,0 @@ -precision mediump float; -varying mediump vec2 v_texcoord; -uniform sampler2D tex; - -uniform float radius; -uniform vec2 halfpixel; - -void main() { - vec2 uv = v_texcoord / 2.0; - - vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius); - - sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0; - sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius); - sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0; - sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius); - sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0; - sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius); - sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0; - - gl_FragColor = sum / 12.0; -} diff --git a/sway/desktop/fx_renderer/shaders/blur_effects.frag b/sway/desktop/fx_renderer/shaders/blur_effects.frag deleted file mode 100644 index 2fc16c15..00000000 --- a/sway/desktop/fx_renderer/shaders/blur_effects.frag +++ /dev/null @@ -1,54 +0,0 @@ -precision mediump float; -varying vec2 v_texcoord; -uniform sampler2D tex; - -uniform float noise; -uniform float brightness; -uniform float contrast; -uniform float saturation; - -mat4 brightnessMatrix() { - float b = brightness - 1.0; - return mat4(1, 0, 0, 0, - 0, 1, 0, 0, - 0, 0, 1, 0, - b, b, b, 1); -} - -mat4 contrastMatrix() { - float t = (1.0 - contrast) / 2.0; - return mat4(contrast, 0, 0, 0, - 0, contrast, 0, 0, - 0, 0, contrast, 0, - t, t, t, 1); -} - -mat4 saturationMatrix() { - vec3 luminance = vec3(0.3086, 0.6094, 0.0820); - float oneMinusSat = 1.0 - saturation; - vec3 red = vec3(luminance.x * oneMinusSat); - red+= vec3(saturation, 0, 0); - vec3 green = vec3(luminance.y * oneMinusSat); - green += vec3(0, saturation, 0); - vec3 blue = vec3(luminance.z * oneMinusSat); - blue += vec3(0, 0, saturation); - return mat4(red, 0, - green, 0, - blue, 0, - 0, 0, 0, 1); -} - -// Fast generative noise function -float hash(vec2 p) { - return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453); -} - -void main() { - vec4 color = texture2D(tex, v_texcoord); - color *= brightnessMatrix() * contrastMatrix() * saturationMatrix(); - float noiseHash = hash(v_texcoord); - float noiseAmount = (mod(noiseHash, 1.0) - 0.5); - color.rgb += noiseAmount * noise; - - gl_FragColor = color; -} diff --git a/sway/desktop/fx_renderer/shaders/box_shadow.frag b/sway/desktop/fx_renderer/shaders/box_shadow.frag deleted file mode 100644 index c9b2b91f..00000000 --- a/sway/desktop/fx_renderer/shaders/box_shadow.frag +++ /dev/null @@ -1,74 +0,0 @@ -// 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 deleted file mode 100644 index 811e0f2d..00000000 --- a/sway/desktop/fx_renderer/shaders/common.vert +++ /dev/null @@ -1,12 +0,0 @@ -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 deleted file mode 100644 index 7699299a..00000000 --- a/sway/desktop/fx_renderer/shaders/corner.frag +++ /dev/null @@ -1,36 +0,0 @@ -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 deleted file mode 100644 index 47f07892..00000000 --- a/sway/desktop/fx_renderer/shaders/embed.sh +++ /dev/null @@ -1,11 +0,0 @@ -#!/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 deleted file mode 100644 index 19f76dc2..00000000 --- a/sway/desktop/fx_renderer/shaders/meson.build +++ /dev/null @@ -1,27 +0,0 @@ -embed = find_program('./embed.sh', native: true) - -shaders = [ - 'blur1.frag', - 'blur2.frag', - 'blur_effects.frag', - 'box_shadow.frag', - 'common.vert', - 'corner.frag', - 'quad.frag', - 'quad_round.frag', - 'stencil_mask.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 deleted file mode 100644 index 7c763272..00000000 --- a/sway/desktop/fx_renderer/shaders/quad.frag +++ /dev/null @@ -1,7 +0,0 @@ -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 deleted file mode 100644 index 02e99028..00000000 --- a/sway/desktop/fx_renderer/shaders/quad_round.frag +++ /dev/null @@ -1,39 +0,0 @@ -#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/sway/desktop/fx_renderer/shaders/stencil_mask.frag b/sway/desktop/fx_renderer/shaders/stencil_mask.frag deleted file mode 100644 index ee033070..00000000 --- a/sway/desktop/fx_renderer/shaders/stencil_mask.frag +++ /dev/null @@ -1,17 +0,0 @@ -precision mediump float; -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/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; - } -} |