mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-29 19:05:58 +01:00
shaders: support changing the outer radius of borders independently
This commit is contained in:
parent
d70cc88dab
commit
6e15590e98
4 changed files with 21 additions and 8 deletions
|
@ -349,6 +349,7 @@ void CHyprOpenGLImpl::initShaders() {
|
|||
m_RenderData.pCurrentMonData->m_shBORDER1.fullSize = glGetUniformLocation(prog, "fullSize");
|
||||
m_RenderData.pCurrentMonData->m_shBORDER1.fullSizeUntransformed = glGetUniformLocation(prog, "fullSizeUntransformed");
|
||||
m_RenderData.pCurrentMonData->m_shBORDER1.radius = glGetUniformLocation(prog, "radius");
|
||||
m_RenderData.pCurrentMonData->m_shBORDER1.radiusOuter = glGetUniformLocation(prog, "radiusOuter");
|
||||
m_RenderData.pCurrentMonData->m_shBORDER1.gradient = glGetUniformLocation(prog, "gradient");
|
||||
m_RenderData.pCurrentMonData->m_shBORDER1.gradientLength = glGetUniformLocation(prog, "gradientLength");
|
||||
m_RenderData.pCurrentMonData->m_shBORDER1.angle = glGetUniformLocation(prog, "angle");
|
||||
|
@ -1293,7 +1294,7 @@ void pushVert2D(float x, float y, float* arr, int& counter, wlr_box* box) {
|
|||
counter++;
|
||||
}
|
||||
|
||||
void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CGradientValueData& grad, int round, int borderSize, float a) {
|
||||
void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CGradientValueData& grad, int round, int borderSize, float a, int outerRound) {
|
||||
RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
|
||||
RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
|
||||
|
||||
|
@ -1359,6 +1360,7 @@ void CHyprOpenGLImpl::renderBorder(wlr_box* box, const CGradientValueData& grad,
|
|||
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSize, (float)FULLSIZE.x, (float)FULLSIZE.y);
|
||||
glUniform2f(m_RenderData.pCurrentMonData->m_shBORDER1.fullSizeUntransformed, (float)box->width, (float)box->height);
|
||||
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.radius, round);
|
||||
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.radiusOuter, outerRound == -1 ? round : outerRound);
|
||||
glUniform1f(m_RenderData.pCurrentMonData->m_shBORDER1.thick, scaledBorderSize);
|
||||
|
||||
glVertexAttribPointer(m_RenderData.pCurrentMonData->m_shBORDER1.posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
|
||||
|
|
|
@ -109,7 +109,7 @@ class CHyprOpenGLImpl {
|
|||
void renderTexture(const CTexture&, wlr_box*, float a, int round = 0, bool discardActive = false, bool allowCustomUV = false);
|
||||
void renderTextureWithBlur(const CTexture&, wlr_box*, float a, wlr_surface* pSurface, int round = 0, bool blockBlurOptimization = false, float blurA = 1.f);
|
||||
void renderRoundedShadow(wlr_box*, int round, int range, float a = 1.0);
|
||||
void renderBorder(wlr_box*, const CGradientValueData&, int round, int borderSize, float a = 1.0);
|
||||
void renderBorder(wlr_box*, const CGradientValueData&, int round, int borderSize, float a = 1.0, int outerRound = -1 /* use round */);
|
||||
|
||||
void saveMatrix();
|
||||
void setMatrixScaleTranslate(const Vector2D& translate, const float& scale);
|
||||
|
|
|
@ -23,6 +23,7 @@ class CShader {
|
|||
GLint fullSize = -1;
|
||||
GLint fullSizeUntransformed = -1;
|
||||
GLint radius = -1;
|
||||
GLint radiusOuter = -1;
|
||||
|
||||
GLint thick = -1;
|
||||
|
||||
|
|
|
@ -12,6 +12,7 @@ uniform vec2 topLeft;
|
|||
uniform vec2 fullSize;
|
||||
uniform vec2 fullSizeUntransformed;
|
||||
uniform float radius;
|
||||
uniform float radiusOuter;
|
||||
uniform float thick;
|
||||
|
||||
uniform vec4 gradient[10];
|
||||
|
@ -51,6 +52,7 @@ vec4 getColorForCoord(vec2 normalizedCoord) {
|
|||
void main() {
|
||||
|
||||
highp vec2 pixCoord = vec2(gl_FragCoord);
|
||||
highp vec2 pixCoordOuter = pixCoord;
|
||||
highp vec2 originalPixCoord = v_texcoord;
|
||||
originalPixCoord *= fullSizeUntransformed;
|
||||
float additionalAlpha = 1.0;
|
||||
|
@ -61,25 +63,33 @@ void main() {
|
|||
|
||||
pixCoord -= topLeft + fullSize * 0.5;
|
||||
pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0;
|
||||
pixCoordOuter = pixCoord;
|
||||
pixCoord -= fullSize * 0.5 - radius;
|
||||
pixCoord += vec2(1.0, 1.0) / fullSize; // center the pix dont make it top-left
|
||||
pixCoordOuter -= fullSize * 0.5 - radiusOuter;
|
||||
|
||||
// center the pixes dont make it top-left
|
||||
pixCoord += vec2(1.0, 1.0) / fullSize;
|
||||
pixCoordOuter += vec2(1.0, 1.0) / fullSize;
|
||||
|
||||
if (min(pixCoord.x, pixCoord.y) > 0.0 && radius > 0.0) {
|
||||
|
||||
float dist = length(pixCoord);
|
||||
float distOuter = length(pixCoordOuter);
|
||||
float h = (thick / 2.0);
|
||||
|
||||
if (dist < radius - h) {
|
||||
// lower
|
||||
float normalized = smoothstep(0.0, 1.0, dist - radius + thick + 0.5);
|
||||
additionalAlpha *= normalized;
|
||||
} else {
|
||||
// higher
|
||||
float normalized = 1.0 - smoothstep(0.0, 1.0, dist - radius + 0.5);
|
||||
additionalAlpha *= normalized;
|
||||
}
|
||||
|
||||
done = true;
|
||||
} else if (min(pixCoordOuter.x, pixCoordOuter.y) > 0.0) {
|
||||
// higher
|
||||
float normalized = 1.0 - smoothstep(0.0, 1.0, distOuter - radiusOuter + 0.5);
|
||||
additionalAlpha *= normalized;
|
||||
done = true;
|
||||
} else if (distOuter < radiusOuter - h) {
|
||||
additionalAlpha = 1.0;
|
||||
done = true;
|
||||
}
|
||||
}
|
||||
|
||||
// now check for other shit
|
||||
|
|
Loading…
Reference in a new issue