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-rw-r--r--sway/desktop/fx_renderer.c8
-rw-r--r--sway/desktop/shaders/meson.build1
-rw-r--r--sway/desktop/shaders/quad_round.frag15
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);
+}