Hyprland/src/render/shaders/Textures.hpp

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#pragma once
#include <string>
inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string {
return R"#(
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// branchless baby!
vec2 pixCoord = v_texcoord - vec2(0.5);
pixCoord *= (vec2(lessThan(pixCoord, vec2(0.0))) * vec2(-2.0) + vec2(1.0)) * fullSize;
pixCoord -= (bottomRight - topLeft) * vec2(0.5);
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if (all(greaterThan(pixCoord, vec2(0.0)))) {
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if (ignoreCorners == 1)
discard;
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float dist = length(pixCoord);
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if (dist > radius)
discard;
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if (primitiveMultisample == 1 && dist > radius - 1.0) {
float distances = 0.0;
if (length(pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
if (length(pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
if (length(pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
if (length(pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
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if (distances == 0.0)
discard;
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distances = distances / 4.0;
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)#" + colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
}
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}
)#";
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};
inline const std::string QUADVERTSRC = R"#(
uniform mat3 proj;
uniform vec4 color;
attribute vec2 pos;
attribute vec2 texcoord;
varying vec4 v_color;
varying vec2 v_texcoord;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_color = color;
v_texcoord = texcoord;
})#";
inline const std::string QUADFRAGSRC = R"#(
precision mediump float;
varying vec4 v_color;
varying vec2 v_texcoord;
uniform vec2 topLeft;
uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
uniform int primitiveMultisample;
uniform int ignoreCorners;
void main() {
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vec4 pixColor = v_color;
if (radius > 0.0) {
)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
}
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gl_FragColor = pixColor;
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})#";
inline const std::string TEXVERTSRC = R"#(
uniform mat3 proj;
attribute vec2 pos;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_texcoord = texcoord;
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})#";
// this is texture rendering!!
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inline const std::string TEXFRAGSRCRGBA = R"#(
precision mediump float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float alpha;
uniform vec2 topLeft;
uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
uniform int discardOpaque;
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uniform int applyTint;
uniform vec3 tint;
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uniform int primitiveMultisample;
uniform int ignoreCorners;
void main() {
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vec4 pixColor = texture2D(tex, v_texcoord);
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;
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if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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gl_FragColor = pixColor * alpha;
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})#";
inline const std::string TEXFRAGSRCRGBX = R"#(
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float alpha;
uniform vec2 topLeft;
uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
uniform int discardOpaque;
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uniform int applyTint;
uniform vec3 tint;
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uniform int primitiveMultisample;
uniform int ignoreCorners;
void main() {
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if (discardOpaque == 1 && alpha == 1.0)
discard;
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vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
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if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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gl_FragColor = pixColor * alpha;
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})#";
inline const std::string FRAGBLUR1 = R"#(
#version 100
precision mediump float;
varying mediump vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float radius;
uniform vec2 halfpixel;
void main() {
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vec2 uv = v_texcoord * 2.0;
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vec4 sum = texture2D(tex, uv) * 4.0;
sum += texture2D(tex, uv - halfpixel.xy * radius);
sum += texture2D(tex, uv + halfpixel.xy * radius);
sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);
sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);
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gl_FragColor = sum / 8.0;
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}
)#";
inline const std::string FRAGBLUR2 = R"#(
#version 100
precision mediump float;
varying mediump vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float radius;
uniform vec2 halfpixel;
void main() {
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vec2 uv = v_texcoord / 2.0;
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vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);
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sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;
sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);
sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;
sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);
sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;
sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);
sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;
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gl_FragColor = sum / 12.0;
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}
)#";
inline const std::string TEXFRAGSRCEXT = R"#(
#extension GL_OES_EGL_image_external : require
precision mediump float;
varying vec2 v_texcoord;
uniform samplerExternalOES texture0;
uniform float alpha;
uniform vec2 topLeft;
uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
uniform int discardOpaque;
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uniform int applyTint;
uniform vec3 tint;
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uniform int primitiveMultisample;
uniform int ignoreCorners;
void main() {
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vec4 pixColor = texture2D(texture0, v_texcoord);
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;
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if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
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)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
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gl_FragColor = pixColor * alpha;
}
)#";