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path: root/sway/desktop/shaders/tex_rgbx.frag
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Diffstat (limited to 'sway/desktop/shaders/tex_rgbx.frag')
-rw-r--r--sway/desktop/shaders/tex_rgbx.frag34
1 files changed, 0 insertions, 34 deletions
diff --git a/sway/desktop/shaders/tex_rgbx.frag b/sway/desktop/shaders/tex_rgbx.frag
deleted file mode 100644
index 283963f2..00000000
--- a/sway/desktop/shaders/tex_rgbx.frag
+++ /dev/null
@@ -1,34 +0,0 @@
-precision mediump float;
-varying vec2 v_texcoord;
-uniform sampler2D tex;
-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);
-
-void main() {
- vec4 color = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
- // Saturation
- if (saturation != 1.0) {
- vec3 irgb = texture2D(tex, v_texcoord).rgb;
- vec3 target = vec3(dot(irgb, saturation_weight));
- color = vec4(mix(target, irgb, saturation), 1.0);
- }
- // 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);
- }
- }
-}