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-rw-r--r--sway/desktop/shaders/box_shadow.frag74
1 files changed, 0 insertions, 74 deletions
diff --git a/sway/desktop/shaders/box_shadow.frag b/sway/desktop/shaders/box_shadow.frag
deleted file mode 100644
index c9b2b91f..00000000
--- a/sway/desktop/shaders/box_shadow.frag
+++ /dev/null
@@ -1,74 +0,0 @@
-// Writeup: https://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
-
-precision mediump float;
-varying vec4 v_color;
-varying vec2 v_texcoord;
-
-uniform vec2 position;
-uniform vec2 size;
-uniform float blur_sigma;
-uniform float corner_radius;
-
-float gaussian(float x, float sigma) {
- const float pi = 3.141592653589793;
- return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * pi) * sigma);
-}
-
-// approximates the error function, needed for the gaussian integral
-vec2 erf(vec2 x) {
- vec2 s = sign(x), a = abs(x);
- x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
- x *= x;
- return s - s / (x * x);
-}
-
-// return the blurred mask along the x dimension
-float roundedBoxShadowX(float x, float y, float sigma, float corner, vec2 halfSize) {
- float delta = min(halfSize.y - corner - abs(y), 0.0);
- float curved = halfSize.x - corner + sqrt(max(0.0, corner * corner - delta * delta));
- vec2 integral = 0.5 + 0.5 * erf((x + vec2(-curved, curved)) * (sqrt(0.5) / sigma));
- return integral.y - integral.x;
-}
-
-// return the mask for the shadow of a box from lower to upper
-float roundedBoxShadow(vec2 lower, vec2 upper, vec2 point, float sigma, float corner_radius) {
- // Center everything to make the math easier
- vec2 center = (lower + upper) * 0.5;
- vec2 halfSize = (upper - lower) * 0.5;
- point -= center;
-
- // The signal is only non-zero in a limited range, so don't waste samples
- float low = point.y - halfSize.y;
- float high = point.y + halfSize.y;
- float start = clamp(-3.0 * sigma, low, high);
- float end = clamp(3.0 * sigma, low, high);
-
- // Accumulate samples (we can get away with surprisingly few samples)
- float step = (end - start) / 4.0;
- float y = start + step * 0.5;
- float value = 0.0;
- for (int i = 0; i < 4; i++) {
- value += roundedBoxShadowX(point.x, point.y - y, sigma, corner_radius, halfSize) * gaussian(y, sigma) * step;
- y += step;
- }
-
- return value;
-}
-
-// per-pixel "random" number between 0 and 1
-float random() {
- return fract(sin(dot(vec2(12.9898, 78.233), gl_FragCoord.xy)) * 43758.5453);
-}
-
-void main() {
- float frag_alpha = v_color.a * roundedBoxShadow(
- position + blur_sigma,
- position + size - blur_sigma,
- gl_FragCoord.xy, blur_sigma * 0.5,
- corner_radius);
-
- // dither the alpha to break up color bands
- frag_alpha += (random() - 0.5) / 128.0;
-
- gl_FragColor = vec4(v_color.rgb, frag_alpha);
-}