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Diffstat (limited to 'include/sway/desktop/shaders.h')
-rw-r--r--include/sway/desktop/shaders.h64
1 files changed, 61 insertions, 3 deletions
diff --git a/include/sway/desktop/shaders.h b/include/sway/desktop/shaders.h
index 53b7f464..a5ff3d5f 100644
--- a/include/sway/desktop/shaders.h
+++ b/include/sway/desktop/shaders.h
@@ -1,6 +1,8 @@
#ifndef _SWAY_SHADERS_H
#define _SWAY_SHADERS_H
+#include <GLES2/gl2.h>
+
// Colored quads
const GLchar quad_vertex_src[] =
"uniform mat3 proj;\n"
@@ -53,7 +55,7 @@ const GLchar tex_fragment_src_rgba[] =
" vec2 corner_distance = min(gl_FragCoord.xy - position, position + vec2(width, height) - gl_FragCoord.xy);\n"
" if (max(corner_distance.x, corner_distance.y) < radius) {\n"
" float d = radius - distance(corner_distance, vec2(radius, radius));\n"
-" float smooth = smoothstep(-1.0f, 1.0f, d);\n"
+" float smooth = smoothstep(-1.0f, 0.5f, d);\n"
" gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n"
" }\n"
"}\n";
@@ -74,7 +76,7 @@ const GLchar tex_fragment_src_rgbx[] =
" vec2 corner_distance = min(gl_FragCoord.xy - position, position + vec2(width, height) - gl_FragCoord.xy);\n"
" if (max(corner_distance.x, corner_distance.y) < radius) {\n"
" float d = radius - distance(corner_distance, vec2(radius, radius));\n"
-" float smooth = smoothstep(-1.0f, 1.0f, d);\n"
+" float smooth = smoothstep(-1.0f, 0.5f, d);\n"
" gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n"
" }\n"
"}\n";
@@ -96,9 +98,65 @@ const GLchar tex_fragment_src_external[] =
" vec2 corner_distance = min(gl_FragCoord.xy - position, position + vec2(width, height) - gl_FragCoord.xy);\n"
" if (max(corner_distance.x, corner_distance.y) < radius) {\n"
" float d = radius - distance(corner_distance, vec2(radius, radius));\n"
-" float smooth = smoothstep(-1.0f, 1.0f, d);\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 float width;\n"
+"uniform float height;\n"
+"uniform vec2 position;\n"
+"uniform float radius;\n"
+"uniform float 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"
+" 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"
+" 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"
+" discard;\n"
+" }\n"
+// top right
+" else if (is_top_right && (rel_pos.y > 0.0 || rel_pos.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"
+" discard;\n"
+" }\n"
+// bottom right
+" else if (is_bottom_right && (rel_pos.y < 0.0 || rel_pos.x < 0.0)) {\n"
+" discard;\n"
+" }\n"
+"}\n";
+
#endif