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-rw-r--r--include/sway/desktop/shaders.h142
-rw-r--r--sway/desktop/fx_renderer.c20
-rw-r--r--sway/desktop/shaders/corner.frag36
-rw-r--r--sway/desktop/shaders/embed.sh11
-rw-r--r--sway/desktop/shaders/meson.build24
-rw-r--r--sway/desktop/shaders/quad.frag7
-rw-r--r--sway/desktop/shaders/quad.vert12
-rw-r--r--sway/desktop/shaders/tex.vert9
-rw-r--r--sway/desktop/shaders/tex_external.frag20
-rw-r--r--sway/desktop/shaders/tex_rgba.frag18
-rw-r--r--sway/desktop/shaders/tex_rgbx.frag18
-rw-r--r--sway/meson.build2
12 files changed, 171 insertions, 148 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
diff --git a/sway/desktop/fx_renderer.c b/sway/desktop/fx_renderer.c
index 90ed8957..7af4a313 100644
--- a/sway/desktop/fx_renderer.c
+++ b/sway/desktop/fx_renderer.c
@@ -14,10 +14,18 @@
#include <wlr/util/box.h>
#include "log.h"
#include "sway/desktop/fx_renderer.h"
-#include "sway/desktop/shaders.h"
#include "sway/output.h"
#include "sway/server.h"
+// shaders
+#include "quad_vert_src.h"
+#include "quad_frag_src.h"
+#include "corner_frag_src.h"
+#include "tex_vert_src.h"
+#include "tex_rgba_frag_src.h"
+#include "tex_rgbx_frag_src.h"
+#include "tex_external_frag_src.h"
+
static const GLfloat verts[] = {
1, 0, // top right
0, 0, // top left
@@ -125,7 +133,7 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
// init shaders
GLuint prog;
- prog = link_program(quad_vertex_src, quad_fragment_src);
+ prog = link_program(quad_vert_src, quad_frag_src);
renderer->shaders.quad.program = prog;
if (!renderer->shaders.quad.program) {
goto error;
@@ -135,7 +143,7 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
// Border corners
- prog = link_program(quad_vertex_src, corner_fragment_src);
+ prog = link_program(quad_vert_src, corner_frag_src);
renderer->shaders.corner.program = prog;
if (!renderer->shaders.corner.program) {
goto error;
@@ -153,15 +161,15 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");
// fragment shaders
- prog = link_program(tex_vertex_src, tex_fragment_src_rgba);
+ prog = link_program(tex_vert_src, tex_rgba_frag_src);
if (!init_frag_shader(&renderer->shaders.tex_rgba, prog)) {
goto error;
}
- prog = link_program(tex_vertex_src, tex_fragment_src_rgbx);
+ prog = link_program(tex_vert_src, tex_rgbx_frag_src);
if (!init_frag_shader(&renderer->shaders.tex_rgbx, prog)) {
goto error;
}
- prog = link_program(tex_vertex_src, tex_fragment_src_external);
+ prog = link_program(tex_vert_src, tex_external_frag_src);
if (!init_frag_shader(&renderer->shaders.tex_ext, prog)) {
goto error;
}
diff --git a/sway/desktop/shaders/corner.frag b/sway/desktop/shaders/corner.frag
new file mode 100644
index 00000000..9c5f0981
--- /dev/null
+++ b/sway/desktop/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/shaders/embed.sh b/sway/desktop/shaders/embed.sh
new file mode 100644
index 00000000..47f07892
--- /dev/null
+++ b/sway/desktop/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/shaders/meson.build b/sway/desktop/shaders/meson.build
new file mode 100644
index 00000000..8eb12079
--- /dev/null
+++ b/sway/desktop/shaders/meson.build
@@ -0,0 +1,24 @@
+embed = find_program('./embed.sh', native: true)
+
+shaders = [
+ 'quad.vert',
+ 'quad.frag',
+ 'tex.vert',
+ 'corner.frag',
+ 'tex_rgba.frag',
+ 'tex_rgbx.frag',
+ 'tex_external.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/shaders/quad.frag b/sway/desktop/shaders/quad.frag
new file mode 100644
index 00000000..7c763272
--- /dev/null
+++ b/sway/desktop/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/shaders/quad.vert b/sway/desktop/shaders/quad.vert
new file mode 100644
index 00000000..811e0f2d
--- /dev/null
+++ b/sway/desktop/shaders/quad.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/shaders/tex.vert b/sway/desktop/shaders/tex.vert
new file mode 100644
index 00000000..3026521b
--- /dev/null
+++ b/sway/desktop/shaders/tex.vert
@@ -0,0 +1,9 @@
+uniform mat3 proj;
+attribute vec2 pos;
+attribute vec2 texcoord;
+varying vec2 v_texcoord;
+
+void main() {
+ gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
+ v_texcoord = texcoord;
+}
diff --git a/sway/desktop/shaders/tex_external.frag b/sway/desktop/shaders/tex_external.frag
new file mode 100644
index 00000000..404688c2
--- /dev/null
+++ b/sway/desktop/shaders/tex_external.frag
@@ -0,0 +1,20 @@
+#extension GL_OES_EGL_image_external : require
+
+precision mediump float;
+varying vec2 v_texcoord;
+uniform samplerExternalOES texture0;
+uniform float alpha;
+
+uniform vec2 size;
+uniform vec2 position;
+uniform float radius;
+
+void main() {
+ gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
+ vec2 corner_distance = min(gl_FragCoord.xy - position, position + size - gl_FragCoord.xy);
+ if (max(corner_distance.x, corner_distance.y) < radius) {
+ float d = radius - distance(corner_distance, vec2(radius));
+ float smooth = smoothstep(-1.0f, 0.5f, d);
+ gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
+ }
+}
diff --git a/sway/desktop/shaders/tex_rgba.frag b/sway/desktop/shaders/tex_rgba.frag
new file mode 100644
index 00000000..1886fab4
--- /dev/null
+++ b/sway/desktop/shaders/tex_rgba.frag
@@ -0,0 +1,18 @@
+precision mediump float;
+varying vec2 v_texcoord;
+uniform sampler2D tex;
+uniform float alpha;
+
+uniform vec2 size;
+uniform vec2 position;
+uniform float radius;
+
+void main() {
+ gl_FragColor = texture2D(tex, v_texcoord) * alpha;
+ 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(-1.0f, 0.5f, d);
+ gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
+ }
+}
diff --git a/sway/desktop/shaders/tex_rgbx.frag b/sway/desktop/shaders/tex_rgbx.frag
new file mode 100644
index 00000000..cb6f1432
--- /dev/null
+++ b/sway/desktop/shaders/tex_rgbx.frag
@@ -0,0 +1,18 @@
+precision mediump float;
+varying vec2 v_texcoord;
+uniform sampler2D tex;
+uniform float alpha;
+
+uniform vec2 size;
+uniform vec2 position;
+uniform float radius;
+
+void main() {
+ gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
+ vec2 corner_distance = min(gl_FragCoord.xy - position, position + size - gl_FragCoord.xy);
+ if (max(corner_distance.x, corner_distance.y) < radius) {
+ float d = radius - distance(corner_distance, vec2(radius));
+ float smooth = smoothstep(-1.0f, 0.5f, d);
+ gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
+ }
+}
diff --git a/sway/meson.build b/sway/meson.build
index 46aa0d0a..85bd04ff 100644
--- a/sway/meson.build
+++ b/sway/meson.build
@@ -206,6 +206,8 @@ sway_sources = files(
'tree/output.c',
)
+subdir('desktop/shaders')
+
sway_deps = [
cairo,
drm,