diff options
Diffstat (limited to 'sway/desktop')
-rw-r--r-- | sway/desktop/fx_renderer.c | 8 | ||||
-rw-r--r-- | sway/desktop/shaders/meson.build | 1 | ||||
-rw-r--r-- | sway/desktop/shaders/quad_round.frag | 15 |
3 files changed, 24 insertions, 0 deletions
diff --git a/sway/desktop/fx_renderer.c b/sway/desktop/fx_renderer.c index 8963f06e..970da9b3 100644 --- a/sway/desktop/fx_renderer.c +++ b/sway/desktop/fx_renderer.c @@ -20,6 +20,7 @@ // shaders #include "quad_vert_src.h" #include "quad_frag_src.h" +#include "quad_round_frag_src.h" #include "quad_round_tl_frag_src.h" #include "quad_round_tr_frag_src.h" #include "corner_frag_src.h" @@ -163,6 +164,10 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) { renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos"); // rounded quad fragment shaders + prog = link_program(quad_vert_src, quad_round_frag_src); + if (!init_rounded_quad_shader(&renderer->shaders.rounded_quad, prog)) { + goto error; + } prog = link_program(quad_vert_src, quad_round_tl_frag_src); if (!init_rounded_quad_shader(&renderer->shaders.rounded_tl_quad, prog)) { goto error; @@ -407,6 +412,9 @@ void fx_render_rounded_rect(struct fx_renderer *renderer, const struct wlr_box * struct rounded_quad_shader *shader = NULL; switch (corner_location) { + case ALL: + shader = &renderer->shaders.rounded_quad; + break; case TOP_LEFT: shader = &renderer->shaders.rounded_tl_quad; break; diff --git a/sway/desktop/shaders/meson.build b/sway/desktop/shaders/meson.build index 661ccc35..069bb73f 100644 --- a/sway/desktop/shaders/meson.build +++ b/sway/desktop/shaders/meson.build @@ -3,6 +3,7 @@ embed = find_program('./embed.sh', native: true) shaders = [ 'quad.vert', 'quad.frag', + 'quad_round.frag', 'quad_round_tl.frag', 'quad_round_tr.frag', 'corner.frag', diff --git a/sway/desktop/shaders/quad_round.frag b/sway/desktop/shaders/quad_round.frag new file mode 100644 index 00000000..e347284b --- /dev/null +++ b/sway/desktop/shaders/quad_round.frag @@ -0,0 +1,15 @@ +precision mediump float; +varying vec4 v_color; +varying vec2 v_texcoord; + +uniform vec2 size; +uniform vec2 position; +uniform float radius; + +void main() { + vec2 half_size = size / 2.0; + vec2 q = abs(gl_FragCoord.xy - position - half_size) - half_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, 1.0, distance); + gl_FragColor = mix(vec4(0), v_color, smoothedAlpha); +} |