summaryrefslogtreecommitdiff
path: root/sway/desktop/shaders/tex_decorated.frag
diff options
context:
space:
mode:
Diffstat (limited to 'sway/desktop/shaders/tex_decorated.frag')
-rw-r--r--sway/desktop/shaders/tex_decorated.frag63
1 files changed, 63 insertions, 0 deletions
diff --git a/sway/desktop/shaders/tex_decorated.frag b/sway/desktop/shaders/tex_decorated.frag
new file mode 100644
index 00000000..40320f9b
--- /dev/null
+++ b/sway/desktop/shaders/tex_decorated.frag
@@ -0,0 +1,63 @@
+/* enum wlr_gles2_shader_source */
+#define SOURCE_TEXTURE_RGBA 1
+#define SOURCE_TEXTURE_RGBX 2
+#define SOURCE_TEXTURE_EXTERNAL 3
+
+#if !defined(SOURCE)
+#error "Missing shader preamble"
+#endif
+
+#if SOURCE == SOURCE_TEXTURE_EXTERNAL
+#extension GL_OES_EGL_image_external : require
+#endif
+
+precision mediump float;
+
+varying vec2 v_texcoord;
+
+#if SOURCE == SOURCE_TEXTURE_EXTERNAL
+uniform samplerExternalOES tex;
+#elif SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_RGBX
+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
+ return texture2D(tex, v_texcoord);
+#elif SOURCE == SOURCE_TEXTURE_RGBX
+ return vec4(texture2D(tex, v_texcoord).rgb, 1.0);
+#endif
+}
+
+void main() {
+ 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);
+ }
+ }
+}