Hyprland/src/render/shaders/Textures.hpp

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2022-06-25 20:28:40 +02:00
#pragma once
#include <string>
inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string {
return R"#(
if (pixCoord[0] < topLeft[0]) {
// we're close left
if (pixCoord[1] < topLeft[1]) {
// top
if (ignoreCorners == 1) {
discard;
return;
}
float topLeftDistance = distance(topLeft, pixCoord);
if (topLeftDistance > radius - 1.0) {
if (primitiveMultisample == 0 && topLeftDistance > radius) {
discard;
return;
} else if (primitiveMultisample == 1) {
float distances = 0.0;
if (distance(topLeft, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
if (distance(topLeft, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
if (distance(topLeft, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
if (distance(topLeft, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
if (distances == 0.0) {
discard;
return;
}
distances = distances / 4.0;
gl_FragColor = )#" + colorVarName + R"#( * distances;
return;
}
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
if (ignoreCorners == 1) {
discard;
return;
}
float topLeftDistance = distance(vec2(topLeft[0], bottomRight[1]), pixCoord);
if (topLeftDistance > radius - 1.0) {
if (primitiveMultisample == 0 && topLeftDistance > radius) {
discard;
return;
} else if (primitiveMultisample == 1) {
float distances = 0.0;
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
if (distances == 0.0) {
discard;
return;
}
distances = distances / 4.0;
gl_FragColor = )#" + colorVarName + R"#( * distances;
return;
}
}
}
}
else if (pixCoord[0] > bottomRight[0]) {
// we're close right
if (pixCoord[1] < topLeft[1]) {
// top
if (ignoreCorners == 1) {
discard;
return;
}
float topLeftDistance = distance(vec2(bottomRight[0], topLeft[1]), pixCoord);
if (topLeftDistance > radius - 1.0) {
if (primitiveMultisample == 0 && topLeftDistance > radius) {
discard;
return;
} else if (primitiveMultisample == 1) {
float distances = 0.0;
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
if (distances == 0.0) {
discard;
return;
}
distances = distances / 4.0;
gl_FragColor = )#" + colorVarName + R"#( * distances;
return;
}
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
if (ignoreCorners == 1) {
discard;
return;
}
float topLeftDistance = distance(bottomRight, pixCoord);
if (topLeftDistance > radius - 1.0) {
if (primitiveMultisample == 0 && topLeftDistance > radius) {
discard;
return;
} else if (primitiveMultisample == 1) {
float distances = 0.0;
if (distance(bottomRight, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
if (distance(bottomRight, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
if (distance(bottomRight, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
if (distance(bottomRight, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
if (distances == 0.0) {
discard;
return;
}
distances = distances / 4.0;
gl_FragColor = )#" + colorVarName + R"#( * distances;
return;
}
}
}
}
)#";
};
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() {
if (radius == 0.0) {
gl_FragColor = v_color;
return;
}
vec2 pixCoord = fullSize * v_texcoord;
)#" + ROUNDED_SHADER_FUNC("v_color") + R"#(
gl_FragColor = v_color;
})#";
inline const std::string TEXVERTSRC = R"#(
uniform mat3 proj;
attribute vec2 pos;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_texcoord = texcoord;
})#";
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;
uniform int primitiveMultisample;
uniform int ignoreCorners;
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {
discard;
return;
}
vec2 pixCoord = fullSize * v_texcoord;
)#" + ROUNDED_SHADER_FUNC("pixColor") +
R"#(
gl_FragColor = pixColor * alpha;
})#";
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;
uniform int primitiveMultisample;
uniform int ignoreCorners;
void main() {
if (discardOpaque == 1 && alpha == 1.0) {
discard;
return;
}
vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
vec2 pixCoord = fullSize * v_texcoord;
)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
gl_FragColor = pixColor * alpha;
})#";
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() {
vec2 uv = v_texcoord * 2.0;
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);
gl_FragColor = sum / 8.0;
}
)#";
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() {
vec2 uv = v_texcoord / 2.0;
vec4 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;
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;
gl_FragColor = sum / 12.0;
}
)#";
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;
uniform int primitiveMultisample;
uniform int ignoreCorners;
void main() {
vec4 pixColor = texture2D(texture0, v_texcoord);
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {
discard;
return;
}
vec2 pixCoord = fullSize * v_texcoord;
)#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
gl_FragColor = pixColor * alpha;
})#";