diff options
Diffstat (limited to 'sway/desktop/shaders/tex.frag')
-rw-r--r-- | sway/desktop/shaders/tex.frag | 29 |
1 files changed, 28 insertions, 1 deletions
diff --git a/sway/desktop/shaders/tex.frag b/sway/desktop/shaders/tex.frag index 3f529137..40320f9b 100644 --- a/sway/desktop/shaders/tex.frag +++ b/sway/desktop/shaders/tex.frag @@ -22,6 +22,15 @@ uniform sampler2D tex; #endif uniform float alpha; +uniform float dim; +uniform vec4 dim_color; +uniform vec2 size; +uniform vec2 position; +uniform float radius; +uniform bool has_titlebar; +uniform float saturation; + +const vec3 saturation_weight = vec3(0.2125, 0.7154, 0.0721); vec4 sample_texture() { #if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL @@ -32,5 +41,23 @@ vec4 sample_texture() { } void main() { - gl_FragColor = sample_texture() * alpha; + vec4 color = sample_texture(); + // Saturation + if (saturation != 1.0) { + vec4 pixColor = texture2D(tex, v_texcoord); + vec3 irgb = pixColor.rgb; + vec3 target = vec3(dot(irgb, saturation_weight)); + color = vec4(mix(target, irgb, saturation), pixColor.a); + } + // Dimming + gl_FragColor = mix(color, dim_color, dim) * alpha; + + if (!has_titlebar || gl_FragCoord.y - position.y > radius) { + vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy); + if (max(corner_distance.x, corner_distance.y) < radius) { + float d = radius - distance(corner_distance, vec2(radius)); + float smooth = smoothstep(-1.0f, 0.5f, d); + gl_FragColor = mix(vec4(0), gl_FragColor, smooth); + } + } } |