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-rw-r--r--sway/desktop/fx_renderer.c18
-rw-r--r--sway/desktop/shaders/meson.build6
-rw-r--r--sway/desktop/shaders/tex.frag29
-rw-r--r--sway/desktop/shaders/tex_decorated.frag63
4 files changed, 39 insertions, 77 deletions
diff --git a/sway/desktop/fx_renderer.c b/sway/desktop/fx_renderer.c
index 7ad209d7..80ede4d3 100644
--- a/sway/desktop/fx_renderer.c
+++ b/sway/desktop/fx_renderer.c
@@ -1,9 +1,8 @@
-// The original wlr_renderer was heavily referenced in making this project
-// https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2
+/*
+ The original wlr_renderer was heavily referenced in making this project
+ https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2
+*/
-// TODO: add push / pop_gles2_debug(renderer)?
-
-#define _POSIX_C_SOURCE 200809L
#include <assert.h>
#include <GLES2/gl2.h>
#include <stdlib.h>
@@ -18,15 +17,14 @@
#include "sway/server.h"
// shaders
+#include "box_shadow_frag_src.h"
#include "common_vert_src.h"
+#include "corner_frag_src.h"
#include "quad_frag_src.h"
#include "quad_round_frag_src.h"
#include "quad_round_tl_frag_src.h"
#include "quad_round_tr_frag_src.h"
-#include "corner_frag_src.h"
-#include "box_shadow_frag_src.h"
-//#include "tex_frag_src.h"
-#include "tex_decorated_frag_src.h"
+#include "tex_frag_src.h"
static const GLfloat verts[] = {
1, 0, // top right
@@ -166,7 +164,7 @@ error:
static bool link_tex_program(struct fx_renderer *renderer,
struct gles2_tex_shader *shader, enum fx_gles2_shader_source source) {
GLuint prog;
- const GLchar *frag_src = tex_decorated_frag_src;
+ const GLchar *frag_src = tex_frag_src;
shader->program = prog = link_program(frag_src, source);
if (!shader->program) {
diff --git a/sway/desktop/shaders/meson.build b/sway/desktop/shaders/meson.build
index ff5e04b2..14014c7d 100644
--- a/sway/desktop/shaders/meson.build
+++ b/sway/desktop/shaders/meson.build
@@ -1,14 +1,14 @@
embed = find_program('./embed.sh', native: true)
shaders = [
+ 'box_shadow.frag',
'common.vert',
+ 'corner.frag',
'quad.frag',
'quad_round.frag',
'quad_round_tl.frag',
'quad_round_tr.frag',
- 'corner.frag',
- 'box_shadow.frag',
- 'tex_decorated.frag',
+ 'tex.frag',
]
foreach name : shaders
diff --git a/sway/desktop/shaders/tex.frag b/sway/desktop/shaders/tex.frag
index 3f529137..40320f9b 100644
--- a/sway/desktop/shaders/tex.frag
+++ b/sway/desktop/shaders/tex.frag
@@ -22,6 +22,15 @@ 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
@@ -32,5 +41,23 @@ vec4 sample_texture() {
}
void main() {
- gl_FragColor = sample_texture() * alpha;
+ 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(-1.0f, 0.5f, d);
+ gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
+ }
+ }
}
diff --git a/sway/desktop/shaders/tex_decorated.frag b/sway/desktop/shaders/tex_decorated.frag
deleted file mode 100644
index 40320f9b..00000000
--- a/sway/desktop/shaders/tex_decorated.frag
+++ /dev/null
@@ -1,63 +0,0 @@
-/* enum wlr_gles2_shader_source */
-#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(-1.0f, 0.5f, d);
- gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
- }
- }
-}