diff options
Diffstat (limited to 'sway/desktop/shaders/box_shadow.frag')
| -rw-r--r-- | sway/desktop/shaders/box_shadow.frag | 74 |
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); -} |
