diff options
Diffstat (limited to 'sway/desktop/shaders/quad_round.frag')
-rw-r--r-- | sway/desktop/shaders/quad_round.frag | 22 |
1 files changed, 20 insertions, 2 deletions
diff --git a/sway/desktop/shaders/quad_round.frag b/sway/desktop/shaders/quad_round.frag index ddd6fe9b..4dcf0c53 100644 --- a/sway/desktop/shaders/quad_round.frag +++ b/sway/desktop/shaders/quad_round.frag @@ -1,3 +1,11 @@ +#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; @@ -6,9 +14,19 @@ uniform vec2 size; uniform vec2 position; uniform float radius; -void main() { +vec2 getCornerDist() { +#if SOURCE == SOURCE_QUAD_ROUND vec2 half_size = size * 0.5; - vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_size + radius; + 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); |