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-rw-r--r--include/sway/desktop/fx_renderer.h5
-rw-r--r--include/sway/desktop/shaders.h36
-rw-r--r--sway/desktop/fx_renderer.c10
3 files changed, 17 insertions, 34 deletions
diff --git a/include/sway/desktop/fx_renderer.h b/include/sway/desktop/fx_renderer.h
index cc518284..39c1a25b 100644
--- a/include/sway/desktop/fx_renderer.h
+++ b/include/sway/desktop/fx_renderer.h
@@ -41,11 +41,10 @@ struct fx_renderer {
GLint is_top_right;
GLint is_bottom_left;
GLint is_bottom_right;
- GLint width;
- GLint height;
GLint position;
GLint radius;
- GLint thickness;
+ GLint half_size;
+ GLint half_thickness;
} corner;
struct gles2_tex_shader tex_rgba;
struct gles2_tex_shader tex_rgbx;
diff --git a/include/sway/desktop/shaders.h b/include/sway/desktop/shaders.h
index a5ff3d5f..a30d45e0 100644
--- a/include/sway/desktop/shaders.h
+++ b/include/sway/desktop/shaders.h
@@ -113,11 +113,10 @@ const GLchar corner_fragment_src[] =
"uniform bool is_bottom_left;\n"
"uniform bool is_bottom_right;\n"
"\n"
-"uniform float width;\n"
-"uniform float height;\n"
"uniform vec2 position;\n"
"uniform float radius;\n"
-"uniform float thickness;\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"
@@ -125,36 +124,23 @@ const GLchar corner_fragment_src[] =
"\n"
"void main() {\n"
" gl_FragColor = v_color;\n"
-" vec2 size = vec2(width, height);\n"
-" vec2 pos = vec2(position.x - (width + thickness) * 0.5, position.y -\n"
-" (width + thickness) * 0.5);\n"
-" vec2 rel_pos = gl_FragCoord.xy - pos - size - thickness * 0.5;\n"
-"\n"
-" float distance = roundedBoxSDF(\n"
-" rel_pos,\n" // Center
-" (size - thickness) * 0.5,\n" // Size
-" radius + thickness * 0.5\n" // Radius
-" );\n"
-"\n"
-" float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - thickness * 0.5);\n"
- // Creates a inner circle that isn't as anti-aliased as the outer ring
-" float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + thickness * 0.5);\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), gl_FragColor, smoothedAlphaOuter - smoothedAlphaInner);\n"
"\n"
-// top left
-" if (is_top_left && (rel_pos.y > 0.0 || rel_pos.x > 0.0)) {\n"
+" if (is_top_left && (center.y > 0.0 || center.x > 0.0)) {\n"
" discard;\n"
" }\n"
-// top right
-" else if (is_top_right && (rel_pos.y > 0.0 || rel_pos.x < 0.0)) {\n"
+" else if (is_top_right && (center.y > 0.0 || center.x < 0.0)) {\n"
" discard;\n"
" }\n"
-// bottom left
-" else if (is_bottom_left && (rel_pos.y < 0.0 || rel_pos.x > 0.0)) {\n"
+" else if (is_bottom_left && (center.y < 0.0 || center.x > 0.0)) {\n"
" discard;\n"
" }\n"
-// bottom right
-" else if (is_bottom_right && (rel_pos.y < 0.0 || rel_pos.x < 0.0)) {\n"
+" else if (is_bottom_right && (center.y < 0.0 || center.x < 0.0)) {\n"
" discard;\n"
" }\n"
"}\n";
diff --git a/sway/desktop/fx_renderer.c b/sway/desktop/fx_renderer.c
index eb281bd5..7c8ebc43 100644
--- a/sway/desktop/fx_renderer.c
+++ b/sway/desktop/fx_renderer.c
@@ -148,11 +148,10 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
renderer->shaders.corner.is_top_right = glGetUniformLocation(prog, "is_top_right");
renderer->shaders.corner.is_bottom_left = glGetUniformLocation(prog, "is_bottom_left");
renderer->shaders.corner.is_bottom_right = glGetUniformLocation(prog, "is_bottom_right");
- renderer->shaders.corner.width = glGetUniformLocation(prog, "width");
- renderer->shaders.corner.height = glGetUniformLocation(prog, "height");
renderer->shaders.corner.position = glGetUniformLocation(prog, "position");
renderer->shaders.corner.radius = glGetUniformLocation(prog, "radius");
- renderer->shaders.corner.thickness = glGetUniformLocation(prog, "thickness");
+ renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size");
+ renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");
// fragment shaders
prog = link_program(tex_vertex_src, tex_fragment_src_rgba);
@@ -393,11 +392,10 @@ void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box
glUniform1f(renderer->shaders.corner.is_bottom_left, corner_location == BOTTOM_LEFT);
glUniform1f(renderer->shaders.corner.is_bottom_right, corner_location == BOTTOM_RIGHT);
- glUniform1f(renderer->shaders.corner.width, box->width);
- glUniform1f(renderer->shaders.corner.height, box->height);
glUniform2f(renderer->shaders.corner.position, box->x, box->y);
glUniform1f(renderer->shaders.corner.radius, radius);
- glUniform1f(renderer->shaders.corner.thickness, border_thickness);
+ glUniform2f(renderer->shaders.corner.half_size, box->width / 2.0, box->height / 2.0);
+ glUniform1f(renderer->shaders.corner.half_thickness, border_thickness / 2.0);
glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE,
0, verts);