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-rw-r--r--sway/desktop/shaders/meson.build4
-rw-r--r--sway/desktop/shaders/tex.frag36
-rw-r--r--sway/desktop/shaders/tex_decorated.frag (renamed from sway/desktop/shaders/tex_rgba.frag)32
-rw-r--r--sway/desktop/shaders/tex_external.frag37
-rw-r--r--sway/desktop/shaders/tex_rgbx.frag34
5 files changed, 67 insertions, 76 deletions
diff --git a/sway/desktop/shaders/meson.build b/sway/desktop/shaders/meson.build
index ce2439de..ff5e04b2 100644
--- a/sway/desktop/shaders/meson.build
+++ b/sway/desktop/shaders/meson.build
@@ -8,9 +8,7 @@ shaders = [
'quad_round_tr.frag',
'corner.frag',
'box_shadow.frag',
- 'tex_rgba.frag',
- 'tex_rgbx.frag',
- 'tex_external.frag',
+ 'tex_decorated.frag',
]
foreach name : shaders
diff --git a/sway/desktop/shaders/tex.frag b/sway/desktop/shaders/tex.frag
new file mode 100644
index 00000000..3f529137
--- /dev/null
+++ b/sway/desktop/shaders/tex.frag
@@ -0,0 +1,36 @@
+/* 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;
+
+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() {
+ gl_FragColor = sample_texture() * alpha;
+}
diff --git a/sway/desktop/shaders/tex_rgba.frag b/sway/desktop/shaders/tex_decorated.frag
index b46885b2..40320f9b 100644
--- a/sway/desktop/shaders/tex_rgba.frag
+++ b/sway/desktop/shaders/tex_decorated.frag
@@ -1,19 +1,47 @@
+/* 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 = texture2D(tex, v_texcoord);
+ vec4 color = sample_texture();
// Saturation
if (saturation != 1.0) {
vec4 pixColor = texture2D(tex, v_texcoord);
diff --git a/sway/desktop/shaders/tex_external.frag b/sway/desktop/shaders/tex_external.frag
deleted file mode 100644
index 9976eb51..00000000
--- a/sway/desktop/shaders/tex_external.frag
+++ /dev/null
@@ -1,37 +0,0 @@
-#extension GL_OES_EGL_image_external : require
-
-precision mediump float;
-varying vec2 v_texcoord;
-uniform samplerExternalOES texture0;
-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 = texture2D(texture0, v_texcoord);
- // Saturation
- if (saturation != 1.0) {
- vec4 pixColor = texture2D(texture0, 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);
- }
- }
-}
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);
- }
- }
-}