diff options
Diffstat (limited to 'sway/desktop/shaders/tex_rgbx.frag')
-rw-r--r-- | sway/desktop/shaders/tex_rgbx.frag | 34 |
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); - } - } -} |