Hyprland/src/render/Shaders.hpp

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#pragma once
#include <string>
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;
void main() {
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;
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varying vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
uniform float alpha;
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uniform vec2 topLeft;
uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
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void main() {
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vec2 pixCoord = fullSize * v_texcoord;
if (pixCoord[0] < topLeft[0]) {
// we're close left
if (pixCoord[1] < topLeft[1]) {
// top
if (distance(topLeft, pixCoord) > radius) {
discard;
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return;
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
discard;
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return;
}
}
}
else if (pixCoord[0] > bottomRight[0]) {
// we're close right
if (pixCoord[1] < topLeft[1]) {
// top
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
discard;
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return;
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
if (distance(bottomRight, pixCoord) > radius) {
discard;
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return;
}
}
}
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gl_FragColor = texture2D(tex, v_texcoord) * 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;
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void main() {
vec2 pixCoord = fullSize * v_texcoord;
if (pixCoord[0] < topLeft[0]) {
// we're close left
if (pixCoord[1] < topLeft[1]) {
// top
if (distance(topLeft, pixCoord) > radius) {
discard;
return;
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
discard;
return;
}
}
}
else if (pixCoord[0] > bottomRight[0]) {
// we're close right
if (pixCoord[1] < topLeft[1]) {
// top
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
discard;
return;
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
if (distance(bottomRight, pixCoord) > radius) {
discard;
return;
}
}
}
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gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
})#";
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// thanks to Loadus
// https://www.shadertoy.com/view/Mtl3Rj
// for this pseudo-gaussian blur!
inline const std::string FRAGBLUR1 = R"#(
precision mediump float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float radius;
uniform vec2 resolution;
uniform float alpha;
float SCurve (float x) {
x = x * 2.0 - 1.0;
return -x * abs(x) * 0.5 + x + 0.5;
}
vec4 BlurH (vec2 size, vec2 uv) {
if (radius >= 1.0) {
vec4 A = vec4(0.0);
vec4 C = vec4(0.0);
float width = 1.0 / size.x;
float divisor = 0.0;
float weight = 0.0;
float radiusMultiplier = 1.0 / radius;
for (float x = -radius; x <= radius; x++) {
A = texture2D(tex, uv + vec2(x * width, 0.0));
weight = SCurve(1.0 - (abs(x) * radiusMultiplier));
C += A * weight;
divisor += weight;
}
return vec4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0);
}
return texture2D(tex, uv);
}
void main() {
gl_FragColor = BlurH(resolution, v_texcoord) * alpha;
}
)#";
inline const std::string FRAGBLUR2 = R"#(
precision mediump float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float radius;
uniform vec2 resolution;
uniform float alpha;
float SCurve (float x) {
x = x * 2.0 - 1.0;
return -x * abs(x) * 0.5 + x + 0.5;
}
vec4 BlurV (vec2 size, vec2 uv) {
if (radius >= 1.0) {
vec4 A = vec4(0.0);
vec4 C = vec4(0.0);
float height = 1.0 / size.y;
float divisor = 0.0;
float weight = 0.0;
float radiusMultiplier = 1.0 / radius;
for (float y = -radius; y <= radius; y++) {
A = texture2D(tex, uv + vec2(0.0, y * height));
weight = SCurve(1.0 - (abs(y) * radiusMultiplier));
C += A * weight;
divisor += weight;
}
return vec4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0);
}
return texture2D(tex, uv);
}
void main() {
gl_FragColor = BlurV(resolution, v_texcoord) * alpha;
}
)#";
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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;
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void main() {
vec2 pixCoord = fullSize * v_texcoord;
if (pixCoord[0] < topLeft[0]) {
// we're close left
if (pixCoord[1] < topLeft[1]) {
// top
if (distance(topLeft, pixCoord) > radius) {
discard;
return;
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
discard;
return;
}
}
}
else if (pixCoord[0] > bottomRight[0]) {
// we're close right
if (pixCoord[1] < topLeft[1]) {
// top
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
discard;
return;
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
if (distance(bottomRight, pixCoord) > radius) {
discard;
return;
}
}
}
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gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
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})#";