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-rw-r--r--sway/desktop/shaders/meson.build4
-rw-r--r--sway/desktop/shaders/quad_round_tl.frag14
-rw-r--r--sway/desktop/shaders/quad_round_tr.frag14
-rw-r--r--sway/desktop/shaders/tex_external.frag15
-rw-r--r--sway/desktop/shaders/tex_rgba.frag17
-rw-r--r--sway/desktop/shaders/tex_rgbx.frag15
6 files changed, 59 insertions, 20 deletions
diff --git a/sway/desktop/shaders/meson.build b/sway/desktop/shaders/meson.build
index 8eb12079..661ccc35 100644
--- a/sway/desktop/shaders/meson.build
+++ b/sway/desktop/shaders/meson.build
@@ -3,8 +3,10 @@ embed = find_program('./embed.sh', native: true)
shaders = [
'quad.vert',
'quad.frag',
- 'tex.vert',
+ 'quad_round_tl.frag',
+ 'quad_round_tr.frag',
'corner.frag',
+ 'tex.vert',
'tex_rgba.frag',
'tex_rgbx.frag',
'tex_external.frag',
diff --git a/sway/desktop/shaders/quad_round_tl.frag b/sway/desktop/shaders/quad_round_tl.frag
new file mode 100644
index 00000000..6fd0119c
--- /dev/null
+++ b/sway/desktop/shaders/quad_round_tl.frag
@@ -0,0 +1,14 @@
+precision mediump float;
+varying vec4 v_color;
+varying vec2 v_texcoord;
+
+uniform vec2 size;
+uniform vec2 position;
+uniform float radius;
+
+void main() {
+ vec2 q = abs(gl_FragCoord.xy - position - size) - size + radius;
+ float distance = min(max(q.x,q.y),0.0) + length(max(q,0.0)) - radius;
+ float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, distance);
+ gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
+}
diff --git a/sway/desktop/shaders/quad_round_tr.frag b/sway/desktop/shaders/quad_round_tr.frag
new file mode 100644
index 00000000..ff580045
--- /dev/null
+++ b/sway/desktop/shaders/quad_round_tr.frag
@@ -0,0 +1,14 @@
+precision mediump float;
+varying vec4 v_color;
+varying vec2 v_texcoord;
+
+uniform vec2 size;
+uniform vec2 position;
+uniform float radius;
+
+void main() {
+ vec2 q = abs(gl_FragCoord.xy - position - vec2(0, size.y)) - size + radius;
+ float distance = min(max(q.x,q.y),0.0) + length(max(q,0.0)) - radius;
+ float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, distance);
+ gl_FragColor = mix(vec4(0), v_color, smoothedAlpha);
+}
diff --git a/sway/desktop/shaders/tex_external.frag b/sway/desktop/shaders/tex_external.frag
index 404688c2..0703a05f 100644
--- a/sway/desktop/shaders/tex_external.frag
+++ b/sway/desktop/shaders/tex_external.frag
@@ -8,13 +8,16 @@ uniform float alpha;
uniform vec2 size;
uniform vec2 position;
uniform float radius;
+uniform bool has_titlebar;
void main() {
gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
- vec2 corner_distance = min(gl_FragCoord.xy - position, position + size - 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);
- }
+ 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);
+ }
+ }
}
diff --git a/sway/desktop/shaders/tex_rgba.frag b/sway/desktop/shaders/tex_rgba.frag
index 1886fab4..95f58987 100644
--- a/sway/desktop/shaders/tex_rgba.frag
+++ b/sway/desktop/shaders/tex_rgba.frag
@@ -6,13 +6,16 @@ uniform float alpha;
uniform vec2 size;
uniform vec2 position;
uniform float radius;
+uniform bool has_titlebar;
void main() {
- gl_FragColor = texture2D(tex, v_texcoord) * alpha;
- 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);
- }
+ gl_FragColor = texture2D(tex, v_texcoord) * 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);
+ }
+ }
}
diff --git a/sway/desktop/shaders/tex_rgbx.frag b/sway/desktop/shaders/tex_rgbx.frag
index cb6f1432..4a8b3756 100644
--- a/sway/desktop/shaders/tex_rgbx.frag
+++ b/sway/desktop/shaders/tex_rgbx.frag
@@ -6,13 +6,16 @@ uniform float alpha;
uniform vec2 size;
uniform vec2 position;
uniform float radius;
+uniform bool has_titlebar;
void main() {
gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
- vec2 corner_distance = min(gl_FragCoord.xy - position, position + size - 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);
- }
+ 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);
+ }
+ }
}