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path: root/sway/desktop/fx_renderer/shaders/quad_round.frag
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Diffstat (limited to 'sway/desktop/fx_renderer/shaders/quad_round.frag')
-rw-r--r--sway/desktop/fx_renderer/shaders/quad_round.frag37
1 files changed, 37 insertions, 0 deletions
diff --git a/sway/desktop/fx_renderer/shaders/quad_round.frag b/sway/desktop/fx_renderer/shaders/quad_round.frag
new file mode 100644
index 00000000..4dcf0c53
--- /dev/null
+++ b/sway/desktop/fx_renderer/shaders/quad_round.frag
@@ -0,0 +1,37 @@
+#define SOURCE_QUAD_ROUND 1
+#define SOURCE_QUAD_ROUND_TOP_LEFT 2
+#define SOURCE_QUAD_ROUND_TOP_RIGHT 3
+
+#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;
+#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);
+
+ if (gl_FragColor.a == 0.0) {
+ discard;
+ }
+}