Hyprland/src/render/shaders/Border.hpp

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#pragma once
#include <string>
// makes a stencil without corners
inline const std::string FRAGBORDER1 = R"#(
precision mediump float;
varying vec4 v_color;
varying vec2 v_texcoord;
uniform vec2 topLeft;
uniform vec2 fullSize;
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uniform vec2 fullSizeUntransformed;
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uniform float radius;
uniform float thick;
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uniform vec4 gradient[10];
uniform int gradientLength;
uniform float angle;
uniform float alpha;
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vec4 getColorForCoord(vec2 normalizedCoord) {
if (gradientLength < 2)
return gradient[0];
float finalAng = 0.0;
if (angle > 4.71 /* 270 deg */) {
normalizedCoord[1] = 1.0 - normalizedCoord[1];
finalAng = 6.28 - angle;
} else if (angle > 3.14 /* 180 deg */) {
normalizedCoord[0] = 1.0 - normalizedCoord[0];
normalizedCoord[1] = 1.0 - normalizedCoord[1];
finalAng = angle - 3.14;
} else if (angle > 1.57 /* 90 deg */) {
normalizedCoord[0] = 1.0 - normalizedCoord[0];
finalAng = 3.14 - angle;
} else {
finalAng = angle;
}
float sine = sin(finalAng);
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float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradientLength - 1);
int bottom = int(floor(progress));
int top = bottom + 1;
return gradient[top] * (progress - float(bottom)) + gradient[bottom] * (float(top) - progress);
}
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void main() {
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highp vec2 pixCoord = vec2(gl_FragCoord);
highp vec2 originalPixCoord = v_texcoord;
originalPixCoord *= fullSizeUntransformed;
float additionalAlpha = 1.0;
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vec4 pixColor = vec4(1.0, 1.0, 1.0, 1.0);
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bool done = false;
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pixCoord -= topLeft + fullSize * 0.5;
pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0;
pixCoord -= fullSize * 0.5 - radius;
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pixCoord += vec2(1.0, 1.0) / fullSize; // center the pix dont make it top-left
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if (min(pixCoord.x, pixCoord.y) > 0.0 && radius > 0.0) {
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float dist = length(pixCoord);
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float h = (thick / 2.0);
if (dist < radius - h) {
// lower
float normalized = smoothstep(0.0, 1.0, dist - radius + thick + 0.5);
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additionalAlpha *= normalized;
} else {
// higher
float normalized = 1.0 - smoothstep(0.0, 1.0, dist - radius + 0.5);
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additionalAlpha *= normalized;
}
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done = true;
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}
// now check for other shit
if (!done) {
// distance to all straight bb borders
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float distanceT = originalPixCoord[1];
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float distanceB = fullSizeUntransformed[1] - originalPixCoord[1];
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float distanceL = originalPixCoord[0];
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float distanceR = fullSizeUntransformed[0] - originalPixCoord[0];
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// get the smallest
float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR));
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if (smallest > thick)
discard;
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}
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if (additionalAlpha == 0.0)
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discard;
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pixColor = getColorForCoord(v_texcoord);
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pixColor.rgb *= pixColor[3];
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pixColor *= alpha * additionalAlpha;
gl_FragColor = pixColor;
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}
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)#";