Hyprland/src/render/shaders/Textures.hpp

293 lines
6.8 KiB
C++
Raw Normal View History

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"#(
2022-06-25 20:28:40 +02:00
2022-09-28 23:33:18 +02:00
// branchless baby!
highp vec2 pixCoord = vec2(gl_FragCoord);
pixCoord -= topLeft + fullSize * 0.5;
pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0;
pixCoord -= fullSize * 0.5 - radius;
2022-06-25 20:28:40 +02:00
if (pixCoord.x + pixCoord.y > radius) {
2022-11-21 19:09:47 +01:00
float dist = length(pixCoord);
2022-11-21 19:09:47 +01:00
if (dist > radius)
discard;
2022-11-21 19:09:47 +01:00
if (primitiveMultisample == 1 && dist > radius - 1.0) {
float distances = 0.0;
distances += float(length(pixCoord + vec2(0.25, 0.25)) < radius);
distances += float(length(pixCoord + vec2(0.75, 0.25)) < radius);
distances += float(length(pixCoord + vec2(0.25, 0.75)) < radius);
distances += float(length(pixCoord + vec2(0.75, 0.75)) < radius);
2022-11-21 19:09:47 +01:00
if (distances == 0.0)
discard;
2022-11-21 19:09:47 +01:00
distances /= 4.0;
)#" +
colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
2022-09-28 23:33:18 +02:00
}
2022-09-28 23:33:18 +02:00
}
)#";
2022-06-25 20:28:40 +02:00
};
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;
uniform vec2 topLeft;
uniform vec2 fullSize;
uniform float radius;
uniform int primitiveMultisample;
void main() {
2022-07-16 21:10:16 +02:00
2022-09-28 23:33:18 +02:00
vec4 pixColor = v_color;
if (radius > 0.0) {
)#" +
ROUNDED_SHADER_FUNC("pixColor") + R"#(
2022-09-28 23:33:18 +02:00
}
2022-06-25 20:28:40 +02:00
2022-09-28 23:33:18 +02:00
gl_FragColor = pixColor;
2022-06-25 20:28:40 +02:00
})#";
inline const std::string TEXVERTSRC = R"#(
uniform mat3 proj;
attribute vec2 pos;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
2022-09-28 23:33:18 +02:00
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_texcoord = texcoord;
2022-06-25 20:28:40 +02:00
})#";
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 fullSize;
uniform float radius;
uniform int discardOpaque;
2023-03-18 00:16:13 +01:00
uniform int discardAlphaZero;
2022-06-25 20:28:40 +02:00
2022-08-30 12:46:17 +02:00
uniform int applyTint;
uniform vec3 tint;
2022-06-25 20:28:40 +02:00
uniform int primitiveMultisample;
void main() {
2022-09-28 23:33:18 +02:00
vec4 pixColor = texture2D(tex, v_texcoord);
2022-06-25 20:28:40 +02:00
2022-09-28 23:33:18 +02:00
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
2023-03-18 00:16:13 +01:00
discard;
if (discardAlphaZero == 1 && pixColor[3] == 0.0)
discard;
2022-06-25 20:28:40 +02:00
2022-09-28 23:33:18 +02:00
if (applyTint == 1) {
2023-03-18 00:16:13 +01:00
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
2022-09-28 23:33:18 +02:00
}
2022-08-30 12:46:17 +02:00
)#" +
ROUNDED_SHADER_FUNC("pixColor") + R"#(
2022-06-25 20:28:40 +02:00
2022-09-28 23:33:18 +02:00
gl_FragColor = pixColor * alpha;
2022-06-25 20:28:40 +02:00
})#";
inline const std::string TEXFRAGSRCRGBAPASSTHRU = R"#(
precision mediump float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, v_texcoord);
})#";
2022-06-25 20:28:40 +02:00
inline const std::string TEXFRAGSRCRGBX = R"#(
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float alpha;
uniform vec2 topLeft;
uniform vec2 fullSize;
uniform float radius;
uniform int discardOpaque;
2023-03-24 20:43:50 +01:00
uniform int discardAlphaZero;
2022-06-25 20:28:40 +02:00
2022-08-30 12:46:17 +02:00
uniform int applyTint;
uniform vec3 tint;
2022-06-25 20:28:40 +02:00
uniform int primitiveMultisample;
void main() {
2022-09-28 23:33:18 +02:00
if (discardOpaque == 1 && alpha == 1.0)
discard;
2022-06-25 20:28:40 +02:00
2022-09-28 23:33:18 +02:00
vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
2022-08-30 12:46:17 +02:00
2022-09-28 23:33:18 +02:00
if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
2022-09-25 20:07:48 +02:00
)#" +
ROUNDED_SHADER_FUNC("pixColor") + R"#(
2022-06-25 20:28:40 +02:00
2022-09-28 23:33:18 +02:00
gl_FragColor = pixColor * alpha;
2022-06-25 20:28:40 +02:00
})#";
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() {
2022-09-28 23:33:18 +02:00
vec2 uv = v_texcoord * 2.0;
2022-06-25 20:28:40 +02:00
2022-09-28 23:33:18 +02:00
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);
2022-09-28 23:33:18 +02:00
gl_FragColor = sum / 8.0;
2022-06-25 20:28:40 +02:00
}
)#";
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() {
2022-09-28 23:33:18 +02:00
vec2 uv = v_texcoord / 2.0;
2022-06-25 20:28:40 +02:00
2022-09-28 23:33:18 +02:00
vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);
2022-09-25 20:07:48 +02:00
2022-09-28 23:33:18 +02:00
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;
2022-06-25 20:28:40 +02:00
2022-09-28 23:33:18 +02:00
gl_FragColor = sum / 12.0;
2022-06-25 20:28:40 +02:00
}
)#";
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 fullSize;
uniform float radius;
uniform int discardOpaque;
2023-03-24 20:43:50 +01:00
uniform int discardAlphaZero;
2022-06-25 20:28:40 +02:00
2022-08-30 12:46:17 +02:00
uniform int applyTint;
uniform vec3 tint;
2022-06-25 20:28:40 +02:00
uniform int primitiveMultisample;
void main() {
2022-09-28 23:33:18 +02:00
vec4 pixColor = texture2D(texture0, v_texcoord);
2022-06-25 20:28:40 +02:00
2022-09-28 23:33:18 +02:00
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;
2022-06-25 20:28:40 +02:00
2022-09-28 23:33:18 +02:00
if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
2022-08-30 12:46:17 +02:00
)#" +
ROUNDED_SHADER_FUNC("pixColor") + R"#(
2022-06-25 20:28:40 +02:00
2022-09-28 23:33:18 +02:00
gl_FragColor = pixColor * alpha;
}
)#";
2023-04-04 15:49:58 +02:00
static const std::string FRAGGLITCH = R"#(
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float time;
uniform float distort;
uniform vec2 screenSize;
float rand(float co){
return fract(sin(dot(vec2(co, co), vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
float ABERR_OFFSET = 4.0 * (distort / 5.5);
float TEAR_AMOUNT = 9000.0 * (1.0 - (distort / 5.5));
float TEAR_BANDS = 108.0 / 2.0 * (distort / 5.5) * 2.0;
float offset = (mod(rand(floor(v_texcoord.y * TEAR_BANDS)) * 318.772 * time, 20.0) - 10.0) / TEAR_AMOUNT;
vec2 pixCoord = vec2(v_texcoord.x + offset, v_texcoord.y);
vec4 pixColor = texture2D(tex, pixCoord);
vec4 pixColorLeft = texture2D(tex, pixCoord + vec2(ABERR_OFFSET / screenSize.x, 0));
vec4 pixColorRight = texture2D(tex, pixCoord + vec2(-ABERR_OFFSET / screenSize.x, 0));
pixColor[0] = pixColorLeft[0];
pixColor[2] = pixColorRight[2];
pixColor[0] += distort / 90.0;
gl_FragColor = pixColor;
}
)#";