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renderer/opengl: Extract shaders from source ()

---------

Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
This commit is contained in:
UjinT34 2025-03-29 03:19:35 +03:00 committed by GitHub
parent a46576afc3
commit 7374a023ef
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
35 changed files with 1533 additions and 1059 deletions

2
.gitignore vendored
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@ -28,6 +28,8 @@ protocols/*.c*
protocols/*.h*
.ccls-cache
*.so
src/render/shaders/*.inc
src/render/shaders/Shaders.hpp
hyprctl/hyprctl

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@ -25,6 +25,9 @@ message(STATUS "Gathering git info")
# Get git info hash and branch
execute_process(COMMAND ./scripts/generateVersion.sh
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR})
# Make shader files includable
execute_process(COMMAND ./scripts/generateShaderIncludes.sh
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR})
find_package(PkgConfig REQUIRED)
@ -445,4 +448,5 @@ install(
DESTINATION ${CMAKE_INSTALL_INCLUDEDIR}/hyprland
FILES_MATCHING
PATTERN "*.h*"
PATTERN "*.frag")
PATTERN "*.inc"
)

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@ -87,9 +87,11 @@ endif
# Generate hyprland version and populate version.h
run_command('sh', '-c', 'scripts/generateVersion.sh', check: true)
# Make shader files includable
run_command('sh', '-c', 'scripts/generateShaderIncludes.sh', check: true)
# Install headers
globber = run_command('find', 'src', '-name', '*.h*', '-o', '-name', '*.frag', check: true)
globber = run_command('find', 'src', '-name', '*.h*', '-o', '-name', '*.inc', check: true)
headers = globber.stdout().strip().split('\n')
foreach file : headers
install_headers(file, subdir: 'hyprland', preserve_path: true)

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@ -0,0 +1,24 @@
#!/bin/sh
SHADERS_SRC="./src/render/shaders/glsl"
echo "-- Generating shader includes"
if [ ! -d ./src/render/shaders ]; then
mkdir ./src/render/shaders
fi
echo '#pragma once' > ./src/render/shaders/Shaders.hpp
echo '#include <map>' >> ./src/render/shaders/Shaders.hpp
echo 'static const std::map<std::string, std::string> SHADERS = {' >> ./src/render/shaders/Shaders.hpp
for filename in `ls ${SHADERS_SRC}`; do
echo "-- ${filename}"
{ echo 'R"#('; cat ${SHADERS_SRC}/${filename}; echo ')#"'; } > ./src/render/shaders/${filename}.inc
echo "{\"${filename}\"," >> ./src/render/shaders/Shaders.hpp
echo "#include \"./${filename}.inc\"" >> ./src/render/shaders/Shaders.hpp
echo "}," >> ./src/render/shaders/Shaders.hpp
done
echo '};' >> ./src/render/shaders/Shaders.hpp

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@ -51,6 +51,7 @@ using namespace Hyprutils::OS;
#include "../managers/AnimationManager.hpp"
#include "../debug/HyprNotificationOverlay.hpp"
#include "../render/Renderer.hpp"
#include "../render/OpenGL.hpp"
static void trimTrailingComma(std::string& str) {
if (!str.empty() && str.back() == ',')
@ -1643,6 +1644,13 @@ static std::string submapRequest(eHyprCtlOutputFormat format, std::string reques
return format == FORMAT_JSON ? std::format("{{\"{}\"}}\n", escapeJSONStrings(submap)) : (submap + "\n");
}
static std::string reloadShaders(eHyprCtlOutputFormat format, std::string request) {
if (g_pHyprOpenGL->initShaders())
return format == FORMAT_JSON ? "{\"ok\": true}" : "ok";
else
return format == FORMAT_JSON ? "{\"ok\": false}" : "error";
}
CHyprCtl::CHyprCtl() {
registerCommand(SHyprCtlCommand{"workspaces", true, workspacesRequest});
registerCommand(SHyprCtlCommand{"workspacerules", true, workspaceRulesRequest});
@ -1665,6 +1673,7 @@ CHyprCtl::CHyprCtl() {
registerCommand(SHyprCtlCommand{"locked", true, getIsLocked});
registerCommand(SHyprCtlCommand{"descriptions", true, getDescriptions});
registerCommand(SHyprCtlCommand{"submap", true, submapRequest});
registerCommand(SHyprCtlCommand{.name = "reloadshaders", .exact = true, .fn = reloadShaders});
registerCommand(SHyprCtlCommand{"monitors", false, monitorsRequest});
registerCommand(SHyprCtlCommand{"reload", false, reloadRequest});

File diff suppressed because it is too large Load diff

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@ -9,6 +9,7 @@
#include "../helpers/sync/SyncTimeline.hpp"
#include <cstdint>
#include <list>
#include <string>
#include <unordered_map>
#include <map>
@ -78,6 +79,26 @@ enum eMonitorExtraRenderFBs : uint8_t {
FB_MONITOR_RENDER_EXTRA_BLUR,
};
struct SPreparedShaders {
std::string TEXVERTSRC;
std::string TEXVERTSRC300;
std::string TEXVERTSRC320;
CShader m_shQUAD;
CShader m_shRGBA;
CShader m_shPASSTHRURGBA;
CShader m_shMATTE;
CShader m_shRGBX;
CShader m_shEXT;
CShader m_shBLUR1;
CShader m_shBLUR2;
CShader m_shBLURPREPARE;
CShader m_shBLURFINISH;
CShader m_shSHADOW;
CShader m_shBORDER1;
CShader m_shGLITCH;
CShader m_shCM;
};
struct SMonitorRenderData {
CFramebuffer offloadFB;
CFramebuffer mirrorFB; // these are used for some effects,
@ -90,23 +111,6 @@ struct SMonitorRenderData {
bool blurFBDirty = true;
bool blurFBShouldRender = false;
// Shaders
bool m_bShadersInitialized = false;
CShader m_shQUAD;
CShader m_shRGBA;
CShader m_shPASSTHRURGBA;
CShader m_shMATTE;
CShader m_shRGBX;
CShader m_shEXT;
CShader m_shBLUR1;
CShader m_shBLUR2;
CShader m_shBLURPREPARE;
CShader m_shBLURFINISH;
CShader m_shSHADOW;
CShader m_shBORDER1;
CShader m_shGLITCH;
CShader m_shCM;
};
struct SCurrentRenderData {
@ -232,6 +236,10 @@ class CHyprOpenGLImpl {
EGLImageKHR createEGLImage(const Aquamarine::SDMABUFAttrs& attrs);
SP<CEGLSync> createEGLSync(int fence = -1);
bool initShaders();
bool m_bShadersInitialized = false;
SP<SPreparedShaders> m_shaders;
SCurrentRenderData m_RenderData;
Hyprutils::OS::CFileDescriptor m_iGBMFD;
@ -309,7 +317,6 @@ class CHyprOpenGLImpl {
GLuint createProgram(const std::string&, const std::string&, bool dynamic = false, bool silent = false);
GLuint compileShader(const GLuint&, std::string, bool dynamic = false, bool silent = false);
void createBGTextureForMonitor(PHLMONITOR);
void initShaders();
void initDRMFormats();
void initEGL(bool gbm);
EGLDeviceEXT eglDeviceFromDRMFD(int drmFD);
@ -322,6 +329,9 @@ class CHyprOpenGLImpl {
// returns the out FB, can be either Mirror or MirrorSwap
CFramebuffer* blurMainFramebufferWithDamage(float a, CRegion* damage);
void passCMUniforms(const CShader&, const NColorManagement::SImageDescription& imageDescription, const NColorManagement::SImageDescription& targetImageDescription,
bool modifySDR = false);
void passCMUniforms(const CShader&, const NColorManagement::SImageDescription& imageDescription);
void renderTextureInternalWithDamage(SP<CTexture>, const CBox& box, float a, const CRegion& damage, int round = 0, float roundingPower = 2.0f, bool discardOpaque = false,
bool noAA = false, bool allowCustomUV = false, bool allowDim = false);
void renderTexturePrimitive(SP<CTexture> tex, const CBox& box);

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@ -1,17 +1,5 @@
#include "Shader.hpp"
GLint CShader::getUniformLocation(const std::string& unif) {
const auto itpos = m_muUniforms.find(unif);
if (itpos == m_muUniforms.end()) {
const auto unifLoc = glGetUniformLocation(program, unif.c_str());
m_muUniforms[unif] = unifLoc;
return unifLoc;
}
return itpos->second;
}
CShader::~CShader() {
destroy();
}

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@ -12,6 +12,7 @@ class CShader {
GLint color = -1;
GLint alphaMatte = -1;
GLint texType = -1;
GLint skipCM = -1;
GLint sourceTF = -1;
GLint targetTF = -1;
GLint sourcePrimaries = -1;
@ -74,8 +75,6 @@ class CShader {
GLint brightness = -1;
GLint noise = -1;
GLint getUniformLocation(const std::string&);
void destroy();
private:

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@ -1,5 +0,0 @@
#pragma once
#include "shaders/Textures.hpp"
#include "shaders/Shadow.hpp"
#include "shaders/Border.hpp"

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@ -1,3 +0,0 @@
#pragma once
constexpr float SHADER_ROUNDED_SMOOTHING_FACTOR = M_PI / 5.34665792551;

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@ -1,541 +0,0 @@
#pragma once
#include <string>
#include <format>
#include "SharedValues.hpp"
inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string {
return R"#(
// shoutout me: I fixed this shader being a bit pixelated while watching hentai
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;
pixCoord += vec2(1.0, 1.0) / fullSize; // center the pix dont make it top-left
// smoothing constant for the edge: more = blurrier, but smoother
const float SMOOTHING_CONSTANT = )#" +
std::format("{:.7f}", SHADER_ROUNDED_SMOOTHING_FACTOR) + R"#(;
if (pixCoord.x + pixCoord.y > radius) {
float dist = pow(pow(pixCoord.x, roundingPower) + pow(pixCoord.y, roundingPower), 1.0/roundingPower);
if (dist > radius + SMOOTHING_CONSTANT)
discard;
float normalized = 1.0 - smoothstep(0.0, 1.0, (dist - radius + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0));
)#" +
colorVarName + R"#( = )#" + colorVarName + R"#( * normalized;
}
)#";
};
inline const std::string QUADVERTSRC = R"#(
uniform mat3 proj;
uniform vec4 color;
attribute vec2 pos;
attribute vec2 texcoord;
attribute vec2 texcoordMatte;
varying vec4 v_color;
varying vec2 v_texcoord;
varying vec2 v_texcoordMatte;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_color = color;
v_texcoord = texcoord;
v_texcoordMatte = texcoordMatte;
})#";
inline const std::string QUADFRAGSRC = R"#(
precision highp float;
varying vec4 v_color;
uniform vec2 topLeft;
uniform vec2 fullSize;
uniform float radius;
uniform float roundingPower;
void main() {
vec4 pixColor = v_color;
if (radius > 0.0) {
)#" +
ROUNDED_SHADER_FUNC("pixColor") + R"#(
}
gl_FragColor = pixColor;
})#";
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 TEXVERTSRC320 = R"#(#version 320 es
uniform mat3 proj;
in vec2 pos;
in vec2 texcoord;
out vec2 v_texcoord;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_texcoord = texcoord;
})#";
inline const std::string TEXFRAGSRCCM =
#include "CM.frag"
;
inline const std::string TEXFRAGSRCRGBA = R"#(
precision highp 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 float roundingPower;
uniform int discardOpaque;
uniform int discardAlpha;
uniform float discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;
if (discardAlpha == 1 && pixColor[3] <= discardAlphaValue)
discard;
if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
if (radius > 0.0) {
)#" +
ROUNDED_SHADER_FUNC("pixColor") + R"#(
}
gl_FragColor = pixColor * alpha;
})#";
inline const std::string TEXFRAGSRCRGBAPASSTHRU = R"#(
precision highp float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, v_texcoord);
})#";
inline const std::string TEXFRAGSRCRGBAMATTE = R"#(
precision highp float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform sampler2D texMatte;
void main() {
gl_FragColor = texture2D(tex, v_texcoord) * texture2D(texMatte, v_texcoord)[0]; // I know it only uses R, but matte should be black/white anyways.
})#";
inline const std::string TEXFRAGSRCRGBX = R"#(
precision highp float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float alpha;
uniform vec2 topLeft;
uniform vec2 fullSize;
uniform float radius;
uniform float roundingPower;
uniform int discardOpaque;
uniform int discardAlpha;
uniform int discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
void main() {
if (discardOpaque == 1 && alpha == 1.0)
discard;
vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
if (radius > 0.0) {
)#" +
ROUNDED_SHADER_FUNC("pixColor") + R"#(
}
gl_FragColor = pixColor * alpha;
})#";
inline const std::string FRAGBLUR1 = R"#(
#version 100
precision highp float;
varying highp vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float radius;
uniform vec2 halfpixel;
uniform int passes;
uniform float vibrancy;
uniform float vibrancy_darkness;
// see http://alienryderflex.com/hsp.html
const float Pr = 0.299;
const float Pg = 0.587;
const float Pb = 0.114;
// Y is "v" ( brightness ). X is "s" ( saturation )
// see https://www.desmos.com/3d/a88652b9a4
// Determines if high brightness or high saturation is more important
const float a = 0.93;
const float b = 0.11;
const float c = 0.66; // Determines the smoothness of the transition of unboosted to boosted colors
//
// http://www.flong.com/archive/texts/code/shapers_circ/
float doubleCircleSigmoid(float x, float a) {
a = clamp(a, 0.0, 1.0);
float y = .0;
if (x <= a) {
y = a - sqrt(a * a - x * x);
} else {
y = a + sqrt(pow(1. - a, 2.) - pow(x - 1., 2.));
}
return y;
}
vec3 rgb2hsl(vec3 col) {
float red = col.r;
float green = col.g;
float blue = col.b;
float minc = min(col.r, min(col.g, col.b));
float maxc = max(col.r, max(col.g, col.b));
float delta = maxc - minc;
float lum = (minc + maxc) * 0.5;
float sat = 0.0;
float hue = 0.0;
if (lum > 0.0 && lum < 1.0) {
float mul = (lum < 0.5) ? (lum) : (1.0 - lum);
sat = delta / (mul * 2.0);
}
if (delta > 0.0) {
vec3 maxcVec = vec3(maxc);
vec3 masks = vec3(equal(maxcVec, col)) * vec3(notEqual(maxcVec, vec3(green, blue, red)));
vec3 adds = vec3(0.0, 2.0, 4.0) + vec3(green - blue, blue - red, red - green) / delta;
hue += dot(adds, masks);
hue /= 6.0;
if (hue < 0.0)
hue += 1.0;
}
return vec3(hue, sat, lum);
}
vec3 hsl2rgb(vec3 col) {
const float onethird = 1.0 / 3.0;
const float twothird = 2.0 / 3.0;
const float rcpsixth = 6.0;
float hue = col.x;
float sat = col.y;
float lum = col.z;
vec3 xt = vec3(0.0);
if (hue < onethird) {
xt.r = rcpsixth * (onethird - hue);
xt.g = rcpsixth * hue;
xt.b = 0.0;
} else if (hue < twothird) {
xt.r = 0.0;
xt.g = rcpsixth * (twothird - hue);
xt.b = rcpsixth * (hue - onethird);
} else
xt = vec3(rcpsixth * (hue - twothird), 0.0, rcpsixth * (1.0 - hue));
xt = min(xt, 1.0);
float sat2 = 2.0 * sat;
float satinv = 1.0 - sat;
float luminv = 1.0 - lum;
float lum2m1 = (2.0 * lum) - 1.0;
vec3 ct = (sat2 * xt) + satinv;
vec3 rgb;
if (lum >= 0.5)
rgb = (luminv * ct) + lum2m1;
else
rgb = lum * ct;
return rgb;
}
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);
vec4 color = sum / 8.0;
if (vibrancy == 0.0) {
gl_FragColor = color;
} else {
// Invert it so that it correctly maps to the config setting
float vibrancy_darkness1 = 1.0 - vibrancy_darkness;
// Decrease the RGB components based on their perceived brightness, to prevent visually dark colors from overblowing the rest.
vec3 hsl = rgb2hsl(color.rgb);
// Calculate perceived brightness, as not boost visually dark colors like deep blue as much as equally saturated yellow
float perceivedBrightness = doubleCircleSigmoid(sqrt(color.r * color.r * Pr + color.g * color.g * Pg + color.b * color.b * Pb), 0.8 * vibrancy_darkness1);
float b1 = b * vibrancy_darkness1;
float boostBase = hsl[1] > 0.0 ? smoothstep(b1 - c * 0.5, b1 + c * 0.5, 1.0 - (pow(1.0 - hsl[1] * cos(a), 2.0) + pow(1.0 - perceivedBrightness * sin(a), 2.0))) : 0.0;
float saturation = clamp(hsl[1] + (boostBase * vibrancy) / float(passes), 0.0, 1.0);
vec3 newColor = hsl2rgb(vec3(hsl[0], saturation, hsl[2]));
gl_FragColor = vec4(newColor, color[3]);
}
}
)#";
inline const std::string FRAGBLUR2 = R"#(
#version 100
precision highp float;
varying highp 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 FRAGBLURPREPARE = R"#(
precision highp float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float contrast;
uniform float brightness;
float gain(float x, float k) {
float a = 0.5 * pow(2.0 * ((x < 0.5) ? x : 1.0 - x), k);
return (x < 0.5) ? a : 1.0 - a;
}
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
// contrast
if (contrast != 1.0) {
pixColor.r = gain(pixColor.r, contrast);
pixColor.g = gain(pixColor.g, contrast);
pixColor.b = gain(pixColor.b, contrast);
}
// brightness
if (brightness > 1.0) {
pixColor.rgb *= brightness;
}
gl_FragColor = pixColor;
}
)#";
inline const std::string FRAGBLURFINISH = R"#(
precision highp float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float noise;
uniform float brightness;
float hash(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * 1689.1984);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
// noise
float noiseHash = hash(v_texcoord);
float noiseAmount = (mod(noiseHash, 1.0) - 0.5);
pixColor.rgb += noiseAmount * noise;
// brightness
if (brightness < 1.0) {
pixColor.rgb *= brightness;
}
gl_FragColor = pixColor;
}
)#";
inline const std::string TEXFRAGSRCEXT = R"#(
#extension GL_OES_EGL_image_external : require
precision highp float;
varying vec2 v_texcoord;
uniform samplerExternalOES texture0;
uniform float alpha;
uniform vec2 topLeft;
uniform vec2 fullSize;
uniform float radius;
uniform float roundingPower;
uniform int discardOpaque;
uniform int discardAlpha;
uniform int discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
void main() {
vec4 pixColor = texture2D(texture0, v_texcoord);
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;
if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
if (radius > 0.0) {
)#" +
ROUNDED_SHADER_FUNC("pixColor") + R"#(
}
gl_FragColor = pixColor * alpha;
}
)#";
static const std::string FRAGGLITCH = R"#(
precision highp float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float time; // quirk: time is set to 0 at the beginning, should be around 10 when crash.
uniform float distort;
uniform vec2 screenSize;
float rand(float co) {
return fract(sin(dot(vec2(co, co), vec2(12.9898, 78.233))) * 43758.5453);
}
float rand(vec2 co) {
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
float noise(vec2 point) {
vec2 floored = floor(point);
vec2 fractal = fract(point);
fractal = fractal * fractal * (3.0 - 2.0 * fractal);
float mixed = mix(
mix(rand(floored), rand(floored + vec2(1.0, 0.0)), fractal.x),
mix(rand(floored + vec2(0.0,1.0)), rand(floored + vec2(1.0,1.0)), fractal.x), fractal.y);
return mixed * mixed;
}
void main() {
float ABERR_OFFSET = 4.0 * (distort / 5.5) * time;
float TEAR_AMOUNT = 9000.0 * (1.0 - (distort / 5.5));
float TEAR_BANDS = 108.0 / 2.0 * (distort / 5.5) * 2.0;
float MELT_AMOUNT = (distort * 8.0) / screenSize.y;
float NOISE = abs(mod(noise(v_texcoord) * distort * time * 2.771, 1.0)) * time / 10.0;
if (time < 2.0)
NOISE = 0.0;
float offset = (mod(rand(floor(v_texcoord.y * TEAR_BANDS)) * 318.772 * time, 20.0) - 10.0) / TEAR_AMOUNT;
vec2 blockOffset = vec2(((abs(mod(rand(floor(v_texcoord.x * 37.162)) * 721.43, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0),
((abs(mod(rand(floor(v_texcoord.y * 45.882)) * 733.923, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0));
if (time < 3.0)
blockOffset = vec2(0,0);
float meltSeed = abs(mod(rand(floor(v_texcoord.x * screenSize.x * 17.719)) * 281.882, 1.0));
if (meltSeed < 0.8) {
meltSeed = 0.0;
} else {
meltSeed *= 25.0 * NOISE;
}
float meltAmount = MELT_AMOUNT * meltSeed;
vec2 pixCoord = vec2(v_texcoord.x + offset + NOISE * 3.0 / screenSize.x + blockOffset.x, v_texcoord.y - meltAmount + 0.02 * NOISE / screenSize.x + NOISE * 3.0 / screenSize.y + blockOffset.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;
}
)#";

View file

@ -0,0 +1,55 @@
#version 300 es
//#extension GL_OES_EGL_image_external : require
#extension GL_ARB_shading_language_include : enable
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
//uniform samplerExternalOES texture0;
uniform int texType; // eTextureType: 0 - rgba, 1 - rgbx, 2 - ext
// uniform int skipCM;
uniform int sourceTF; // eTransferFunction
uniform int targetTF; // eTransferFunction
uniform mat4x2 sourcePrimaries;
uniform mat4x2 targetPrimaries;
uniform float alpha;
uniform int discardOpaque;
uniform int discardAlpha;
uniform float discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
#include "rounding.glsl"
#include "CM.glsl"
layout(location = 0) out vec4 fragColor;
void main() {
vec4 pixColor;
if (texType == 1)
pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0);
// else if (texType == 2)
// pixColor = texture(texture0, v_texcoord);
else // assume rgba
pixColor = texture(tex, v_texcoord);
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;
if (discardAlpha == 1 && pixColor[3] <= discardAlphaValue)
discard;
// this shader shouldn't be used when skipCM == 1
pixColor = doColorManagement(pixColor, sourceTF, sourcePrimaries, targetTF, targetPrimaries);
if (applyTint == 1)
pixColor = vec4(pixColor.rgb * tint.rgb, pixColor[3]);
if (radius > 0.0)
pixColor = rounding(pixColor);
fragColor = pixColor * alpha;
}

View file

@ -1,37 +1,9 @@
R"#(
#version 320 es
//#extension GL_OES_EGL_image_external : require
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
//uniform samplerExternalOES texture0;
uniform int texType; // eTextureType: 0 - rgba, 1 - rgbx, 2 - ext
uniform int sourceTF; // eTransferFunction
uniform int targetTF; // eTransferFunction
uniform mat4x2 sourcePrimaries;
uniform mat4x2 targetPrimaries;
uniform float maxLuminance;
uniform float dstMaxLuminance;
uniform float dstRefLuminance;
uniform float sdrSaturation;
uniform float sdrBrightnessMultiplier;
uniform float alpha;
uniform vec2 topLeft;
uniform vec2 fullSize;
uniform float radius;
uniform float roundingPower;
uniform int discardOpaque;
uniform int discardAlpha;
uniform float discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
//enum eTransferFunction
#define CM_TRANSFER_FUNCTION_BT1886 1
#define CM_TRANSFER_FUNCTION_GAMMA22 2
@ -78,31 +50,7 @@ uniform vec3 tint;
#define HDR_MAX_LUMINANCE 10000.0
#define HLG_MAX_LUMINANCE 1000.0
// smoothing constant for the edge: more = blurrier, but smoother
#define M_PI 3.1415926535897932384626433832795
#define M_E 2.718281828459045
#define SMOOTHING_CONSTANT (M_PI / 5.34665792551)
vec4 rounding(vec4 color) {
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;
pixCoord += vec2(1.0, 1.0) / fullSize; // center the pix dont make it top-left
if (pixCoord.x + pixCoord.y > radius) {
float dist = pow(pow(pixCoord.x, roundingPower) + pow(pixCoord.y, roundingPower), 1.0/roundingPower);
if (dist > radius + SMOOTHING_CONSTANT)
discard;
float normalized = 1.0 - smoothstep(0.0, 1.0, (dist - radius + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0));
color *= normalized;
}
return color;
}
vec3 xy2xyz(vec2 xy) {
if (xy.y == 0.0)
@ -391,50 +339,26 @@ vec4 tonemap(vec4 color, mat3 dstXYZ) {
return vec4(fromLMS * toLinear(vec4(ICtCpPQInv * ICtCp, 1.0), CM_TRANSFER_FUNCTION_ST2084_PQ).rgb * HDR_MAX_LUMINANCE, color[3]);
}
layout(location = 0) out vec4 fragColor;
void main() {
vec4 pixColor;
if (texType == 1)
pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0);
// else if (texType == 2)
// pixColor = texture(texture0, v_texcoord);
else // assume rgba
pixColor = texture(tex, v_texcoord);
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;
if (discardAlpha == 1 && pixColor[3] <= discardAlphaValue)
discard;
pixColor.rgb /= max(pixColor.a, 0.001);
pixColor.rgb = toLinearRGB(pixColor.rgb, sourceTF);
mat3 srcxyz = primaries2xyz(sourcePrimaries);
mat3 dstxyz;
if (sourcePrimaries == targetPrimaries)
dstxyz = srcxyz;
else {
dstxyz = primaries2xyz(targetPrimaries);
pixColor = convertPrimaries(pixColor, srcxyz, sourcePrimaries[3], dstxyz, targetPrimaries[3]);
}
pixColor = toNit(pixColor, sourceTF);
pixColor.rgb *= pixColor.a;
pixColor = tonemap(pixColor, dstxyz);
if (sourceTF == CM_TRANSFER_FUNCTION_SRGB && targetTF == CM_TRANSFER_FUNCTION_ST2084_PQ)
pixColor = saturate(pixColor, srcxyz, sdrSaturation);
pixColor *= sdrBrightnessMultiplier;
pixColor = fromLinearNit(pixColor, targetTF);
if (applyTint == 1)
pixColor = vec4(pixColor.rgb * tint.rgb, pixColor[3]);
if (radius > 0.0)
pixColor = rounding(pixColor);
fragColor = pixColor * alpha;
vec4 doColorManagement(vec4 pixColor, int srcTF, mat4x2 srcPrimaries, int dstTF, mat4x2 dstPrimaries) {
pixColor.rgb /= max(pixColor.a, 0.001);
pixColor.rgb = toLinearRGB(pixColor.rgb, srcTF);
mat3 srcxyz = primaries2xyz(srcPrimaries);
mat3 dstxyz;
if (srcPrimaries == dstPrimaries)
dstxyz = srcxyz;
else {
dstxyz = primaries2xyz(dstPrimaries);
pixColor = convertPrimaries(pixColor, srcxyz, srcPrimaries[3], dstxyz, dstPrimaries[3]);
}
pixColor = toNit(pixColor, srcTF);
pixColor.rgb *= pixColor.a;
pixColor = tonemap(pixColor, dstxyz);
pixColor = fromLinearNit(pixColor, dstTF);
if (srcTF == CM_TRANSFER_FUNCTION_SRGB && dstTF == CM_TRANSFER_FUNCTION_ST2084_PQ) {
pixColor = saturate(pixColor, srcxyz, sdrSaturation);
pixColor.rgb /= pixColor.a;
pixColor.rgb *= sdrBrightnessMultiplier;
pixColor.rgb *= pixColor.a;
}
return pixColor;
}
)#"

View file

@ -0,0 +1,141 @@
#version 100
precision highp float;
varying highp vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float radius;
uniform vec2 halfpixel;
uniform int passes;
uniform float vibrancy;
uniform float vibrancy_darkness;
// see http://alienryderflex.com/hsp.html
const float Pr = 0.299;
const float Pg = 0.587;
const float Pb = 0.114;
// Y is "v" ( brightness ). X is "s" ( saturation )
// see https://www.desmos.com/3d/a88652b9a4
// Determines if high brightness or high saturation is more important
const float a = 0.93;
const float b = 0.11;
const float c = 0.66; // Determines the smoothness of the transition of unboosted to boosted colors
//
// http://www.flong.com/archive/texts/code/shapers_circ/
float doubleCircleSigmoid(float x, float a) {
a = clamp(a, 0.0, 1.0);
float y = .0;
if (x <= a) {
y = a - sqrt(a * a - x * x);
} else {
y = a + sqrt(pow(1. - a, 2.) - pow(x - 1., 2.));
}
return y;
}
vec3 rgb2hsl(vec3 col) {
float red = col.r;
float green = col.g;
float blue = col.b;
float minc = min(col.r, min(col.g, col.b));
float maxc = max(col.r, max(col.g, col.b));
float delta = maxc - minc;
float lum = (minc + maxc) * 0.5;
float sat = 0.0;
float hue = 0.0;
if (lum > 0.0 && lum < 1.0) {
float mul = (lum < 0.5) ? (lum) : (1.0 - lum);
sat = delta / (mul * 2.0);
}
if (delta > 0.0) {
vec3 maxcVec = vec3(maxc);
vec3 masks = vec3(equal(maxcVec, col)) * vec3(notEqual(maxcVec, vec3(green, blue, red)));
vec3 adds = vec3(0.0, 2.0, 4.0) + vec3(green - blue, blue - red, red - green) / delta;
hue += dot(adds, masks);
hue /= 6.0;
if (hue < 0.0)
hue += 1.0;
}
return vec3(hue, sat, lum);
}
vec3 hsl2rgb(vec3 col) {
const float onethird = 1.0 / 3.0;
const float twothird = 2.0 / 3.0;
const float rcpsixth = 6.0;
float hue = col.x;
float sat = col.y;
float lum = col.z;
vec3 xt = vec3(0.0);
if (hue < onethird) {
xt.r = rcpsixth * (onethird - hue);
xt.g = rcpsixth * hue;
xt.b = 0.0;
} else if (hue < twothird) {
xt.r = 0.0;
xt.g = rcpsixth * (twothird - hue);
xt.b = rcpsixth * (hue - onethird);
} else
xt = vec3(rcpsixth * (hue - twothird), 0.0, rcpsixth * (1.0 - hue));
xt = min(xt, 1.0);
float sat2 = 2.0 * sat;
float satinv = 1.0 - sat;
float luminv = 1.0 - lum;
float lum2m1 = (2.0 * lum) - 1.0;
vec3 ct = (sat2 * xt) + satinv;
vec3 rgb;
if (lum >= 0.5)
rgb = (luminv * ct) + lum2m1;
else
rgb = lum * ct;
return rgb;
}
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);
vec4 color = sum / 8.0;
if (vibrancy == 0.0) {
gl_FragColor = color;
} else {
// Invert it so that it correctly maps to the config setting
float vibrancy_darkness1 = 1.0 - vibrancy_darkness;
// Decrease the RGB components based on their perceived brightness, to prevent visually dark colors from overblowing the rest.
vec3 hsl = rgb2hsl(color.rgb);
// Calculate perceived brightness, as not boost visually dark colors like deep blue as much as equally saturated yellow
float perceivedBrightness = doubleCircleSigmoid(sqrt(color.r * color.r * Pr + color.g * color.g * Pg + color.b * color.b * Pb), 0.8 * vibrancy_darkness1);
float b1 = b * vibrancy_darkness1;
float boostBase = hsl[1] > 0.0 ? smoothstep(b1 - c * 0.5, b1 + c * 0.5, 1.0 - (pow(1.0 - hsl[1] * cos(a), 2.0) + pow(1.0 - perceivedBrightness * sin(a), 2.0))) : 0.0;
float saturation = clamp(hsl[1] + (boostBase * vibrancy) / float(passes), 0.0, 1.0);
vec3 newColor = hsl2rgb(vec3(hsl[0], saturation, hsl[2]));
gl_FragColor = vec4(newColor, color[3]);
}
}

View file

@ -0,0 +1,23 @@
#version 100
precision highp float;
varying highp 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;
}

View file

@ -0,0 +1,32 @@
#version 300 es
#extension GL_ARB_shading_language_include : enable
precision highp float;
in vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float noise;
uniform float brightness;
float hash(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * 1689.1984);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
layout(location = 0) out vec4 fragColor;
void main() {
vec4 pixColor = texture(tex, v_texcoord);
// noise
float noiseHash = hash(v_texcoord);
float noiseAmount = (mod(noiseHash, 1.0) - 0.5);
pixColor.rgb += noiseAmount * noise;
// brightness
if (brightness < 1.0) {
pixColor.rgb *= brightness;
}
fragColor = pixColor;
}

View file

@ -0,0 +1,28 @@
precision highp float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float noise;
uniform float brightness;
float hash(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * 1689.1984);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
// noise
float noiseHash = hash(v_texcoord);
float noiseAmount = (mod(noiseHash, 1.0) - 0.5);
pixColor.rgb += noiseAmount * noise;
// brightness
if (brightness < 1.0) {
pixColor.rgb *= brightness;
}
gl_FragColor = pixColor;
}

View file

@ -0,0 +1,58 @@
#version 300 es
#extension GL_ARB_shading_language_include : enable
precision highp float;
in vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float contrast;
uniform float brightness;
uniform int skipCM;
uniform int sourceTF; // eTransferFunction
uniform int targetTF; // eTransferFunction
uniform mat4x2 sourcePrimaries;
uniform mat4x2 targetPrimaries;
#include "CM.glsl"
float gain(float x, float k) {
float a = 0.5 * pow(2.0 * ((x < 0.5) ? x : 1.0 - x), k);
return (x < 0.5) ? a : 1.0 - a;
}
layout(location = 0) out vec4 fragColor;
void main() {
vec4 pixColor = texture(tex, v_texcoord);
if (skipCM == 0) {
if (sourceTF == CM_TRANSFER_FUNCTION_ST2084_PQ) {
pixColor.rgb /= sdrBrightnessMultiplier;
}
pixColor.rgb = toLinearRGB(pixColor.rgb, sourceTF);
mat3 srcxyz = primaries2xyz(sourcePrimaries);
mat3 dstxyz;
if (sourcePrimaries == targetPrimaries)
dstxyz = srcxyz;
else {
dstxyz = primaries2xyz(targetPrimaries);
pixColor = convertPrimaries(pixColor, srcxyz, sourcePrimaries[3], dstxyz, targetPrimaries[3]);
}
pixColor = toNit(pixColor, sourceTF);
pixColor = fromLinearNit(pixColor, targetTF);
}
// contrast
if (contrast != 1.0) {
pixColor.r = gain(pixColor.r, contrast);
pixColor.g = gain(pixColor.g, contrast);
pixColor.b = gain(pixColor.b, contrast);
}
// brightness
if (brightness > 1.0) {
pixColor.rgb *= brightness;
}
fragColor = pixColor;
}

View file

@ -0,0 +1,29 @@
precision highp float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float contrast;
uniform float brightness;
float gain(float x, float k) {
float a = 0.5 * pow(2.0 * ((x < 0.5) ? x : 1.0 - x), k);
return (x < 0.5) ? a : 1.0 - a;
}
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
// contrast
if (contrast != 1.0) {
pixColor.r = gain(pixColor.r, contrast);
pixColor.g = gain(pixColor.g, contrast);
pixColor.b = gain(pixColor.b, contrast);
}
// brightness
if (brightness > 1.0) {
pixColor.rgb *= brightness;
}
gl_FragColor = pixColor;
}

View file

@ -0,0 +1,183 @@
#version 300 es
#extension GL_ARB_shading_language_include : enable
precision highp float;
in vec2 v_texcoord;
uniform int skipCM;
uniform int sourceTF; // eTransferFunction
uniform int targetTF; // eTransferFunction
uniform mat4x2 sourcePrimaries;
uniform mat4x2 targetPrimaries;
uniform vec2 fullSizeUntransformed;
uniform float radiusOuter;
uniform float thick;
// Gradients are in OkLabA!!!! {l, a, b, alpha}
uniform vec4 gradient[10];
uniform vec4 gradient2[10];
uniform int gradientLength;
uniform int gradient2Length;
uniform float angle;
uniform float angle2;
uniform float gradientLerp;
uniform float alpha;
#include "rounding.glsl"
#include "CM.glsl"
vec4 okLabAToSrgb(vec4 lab) {
float l = pow(lab[0] + lab[1] * 0.3963377774 + lab[2] * 0.2158037573, 3.0);
float m = pow(lab[0] + lab[1] * (-0.1055613458) + lab[2] * (-0.0638541728), 3.0);
float s = pow(lab[0] + lab[1] * (-0.0894841775) + lab[2] * (-1.2914855480), 3.0);
return vec4(fromLinearRGB(
vec3(
l * 4.0767416621 + m * -3.3077115913 + s * 0.2309699292,
l * (-1.2684380046) + m * 2.6097574011 + s * (-0.3413193965),
l * (-0.0041960863) + m * (-0.7034186147) + s * 1.7076147010
), CM_TRANSFER_FUNCTION_SRGB
), lab[3]);
}
vec4 getOkColorForCoordArray1(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);
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);
}
vec4 getOkColorForCoordArray2(vec2 normalizedCoord) {
if (gradient2Length < 2)
return gradient2[0];
float finalAng = 0.0;
if (angle2 > 4.71 /* 270 deg */) {
normalizedCoord[1] = 1.0 - normalizedCoord[1];
finalAng = 6.28 - angle;
} else if (angle2 > 3.14 /* 180 deg */) {
normalizedCoord[0] = 1.0 - normalizedCoord[0];
normalizedCoord[1] = 1.0 - normalizedCoord[1];
finalAng = angle - 3.14;
} else if (angle2 > 1.57 /* 90 deg */) {
normalizedCoord[0] = 1.0 - normalizedCoord[0];
finalAng = 3.14 - angle2;
} else {
finalAng = angle2;
}
float sine = sin(finalAng);
float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradient2Length - 1);
int bottom = int(floor(progress));
int top = bottom + 1;
return gradient2[top] * (progress - float(bottom)) + gradient2[bottom] * (float(top) - progress);
}
vec4 getColorForCoord(vec2 normalizedCoord) {
vec4 result1 = getOkColorForCoordArray1(normalizedCoord);
if (gradient2Length <= 0)
return okLabAToSrgb(result1);
vec4 result2 = getOkColorForCoordArray2(normalizedCoord);
return okLabAToSrgb(mix(result1, result2, gradientLerp));
}
layout(location = 0) out vec4 fragColor;
void main() {
highp vec2 pixCoord = vec2(gl_FragCoord);
highp vec2 pixCoordOuter = pixCoord;
highp vec2 originalPixCoord = v_texcoord;
originalPixCoord *= fullSizeUntransformed;
float additionalAlpha = 1.0;
vec4 pixColor = vec4(1.0, 1.0, 1.0, 1.0);
bool done = false;
pixCoord -= topLeft + fullSize * 0.5;
pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0;
pixCoordOuter = pixCoord;
pixCoord -= fullSize * 0.5 - radius;
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 = pow(pow(pixCoord.x,roundingPower)+pow(pixCoord.y,roundingPower),1.0/roundingPower);
float distOuter = pow(pow(pixCoordOuter.x,roundingPower)+pow(pixCoordOuter.y,roundingPower),1.0/roundingPower);
float h = (thick / 2.0);
if (dist < radius - h) {
// lower
float normalized = smoothstep(0.0, 1.0, (dist - radius + thick + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0));
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 + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0));
additionalAlpha *= normalized;
done = true;
} else if (distOuter < radiusOuter - h) {
additionalAlpha = 1.0;
done = true;
}
}
// now check for other shit
if (!done) {
// distance to all straight bb borders
float distanceT = originalPixCoord[1];
float distanceB = fullSizeUntransformed[1] - originalPixCoord[1];
float distanceL = originalPixCoord[0];
float distanceR = fullSizeUntransformed[0] - originalPixCoord[0];
// get the smallest
float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR));
if (smallest > thick)
discard;
}
if (additionalAlpha == 0.0)
discard;
pixColor = getColorForCoord(v_texcoord);
pixColor.rgb *= pixColor[3];
if (skipCM == 0)
pixColor = doColorManagement(pixColor, sourceTF, sourcePrimaries, targetTF, targetPrimaries);
pixColor *= alpha * additionalAlpha;
fragColor = pixColor;
}

View file

@ -1,21 +1,11 @@
#pragma once
#extension GL_ARB_shading_language_include : enable
#include <string>
#include <format>
#include "SharedValues.hpp"
// makes a stencil without corners
inline const std::string FRAGBORDER1 = R"#(
precision highp float;
varying vec4 v_color;
varying vec2 v_texcoord;
uniform vec2 topLeft;
uniform vec2 fullSize;
uniform vec2 fullSizeUntransformed;
uniform float radius;
uniform float radiusOuter;
uniform float roundingPower;
uniform float thick;
// Gradients are in OkLabA!!!! {l, a, b, alpha}
@ -28,6 +18,8 @@ uniform float angle2;
uniform float gradientLerp;
uniform float alpha;
#include "rounding.glsl"
float linearToGamma(float x) {
return x >= 0.0031308 ? 1.055 * pow(x, 0.416666666) - 0.055 : 12.92 * x;
}
@ -135,13 +127,9 @@ void main() {
pixCoordOuter += vec2(1.0, 1.0) / fullSize;
if (min(pixCoord.x, pixCoord.y) > 0.0 && radius > 0.0) {
// smoothing constant for the edge: more = blurrier, but smoother
const float SMOOTHING_CONSTANT = )#" +
std::format("{:.7f}", SHADER_ROUNDED_SMOOTHING_FACTOR) + R"#(;
float dist = pow(pow(pixCoord.x,roundingPower)+pow(pixCoord.y,roundingPower),1.0/roundingPower);
float distOuter = pow(pow(pixCoordOuter.x,roundingPower)+pow(pixCoordOuter.y,roundingPower),1.0/roundingPower);
float h = (thick / 2.0);
float h = (thick / 2.0);
if (dist < radius - h) {
// lower
@ -184,4 +172,3 @@ void main() {
gl_FragColor = pixColor;
}
)#";

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@ -0,0 +1,35 @@
#extension GL_ARB_shading_language_include : enable
#extension GL_OES_EGL_image_external : require
precision highp float;
varying vec2 v_texcoord;
uniform samplerExternalOES texture0;
uniform float alpha;
#include "rounding.glsl"
uniform int discardOpaque;
uniform int discardAlpha;
uniform int discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
void main() {
vec4 pixColor = texture2D(texture0, v_texcoord);
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;
if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
if (radius > 0.0)
pixColor = rounding(pixColor);
gl_FragColor = pixColor * alpha;
}

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@ -0,0 +1,64 @@
precision highp float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float time; // quirk: time is set to 0 at the beginning, should be around 10 when crash.
uniform float distort;
uniform vec2 screenSize;
float rand(float co) {
return fract(sin(dot(vec2(co, co), vec2(12.9898, 78.233))) * 43758.5453);
}
float rand(vec2 co) {
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
float noise(vec2 point) {
vec2 floored = floor(point);
vec2 fractal = fract(point);
fractal = fractal * fractal * (3.0 - 2.0 * fractal);
float mixed = mix(
mix(rand(floored), rand(floored + vec2(1.0, 0.0)), fractal.x),
mix(rand(floored + vec2(0.0,1.0)), rand(floored + vec2(1.0,1.0)), fractal.x), fractal.y);
return mixed * mixed;
}
void main() {
float ABERR_OFFSET = 4.0 * (distort / 5.5) * time;
float TEAR_AMOUNT = 9000.0 * (1.0 - (distort / 5.5));
float TEAR_BANDS = 108.0 / 2.0 * (distort / 5.5) * 2.0;
float MELT_AMOUNT = (distort * 8.0) / screenSize.y;
float NOISE = abs(mod(noise(v_texcoord) * distort * time * 2.771, 1.0)) * time / 10.0;
if (time < 2.0)
NOISE = 0.0;
float offset = (mod(rand(floor(v_texcoord.y * TEAR_BANDS)) * 318.772 * time, 20.0) - 10.0) / TEAR_AMOUNT;
vec2 blockOffset = vec2(((abs(mod(rand(floor(v_texcoord.x * 37.162)) * 721.43, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0),
((abs(mod(rand(floor(v_texcoord.y * 45.882)) * 733.923, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0));
if (time < 3.0)
blockOffset = vec2(0,0);
float meltSeed = abs(mod(rand(floor(v_texcoord.x * screenSize.x * 17.719)) * 281.882, 1.0));
if (meltSeed < 0.8) {
meltSeed = 0.0;
} else {
meltSeed *= 25.0 * NOISE;
}
float meltAmount = MELT_AMOUNT * meltSeed;
vec2 pixCoord = vec2(v_texcoord.x + offset + NOISE * 3.0 / screenSize.x + blockOffset.x, v_texcoord.y - meltAmount + 0.02 * NOISE / screenSize.x + NOISE * 3.0 / screenSize.y + blockOffset.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;
}

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@ -0,0 +1,7 @@
precision highp float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, v_texcoord);
}

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@ -0,0 +1,14 @@
#extension GL_ARB_shading_language_include : enable
precision highp float;
varying vec4 v_color;
#include "rounding.glsl"
void main() {
vec4 pixColor = v_color;
if (radius > 0.0)
pixColor = rounding(pixColor);
gl_FragColor = pixColor;
}

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@ -0,0 +1,36 @@
#extension GL_ARB_shading_language_include : enable
precision highp float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float alpha;
#include "rounding.glsl"
uniform int discardOpaque;
uniform int discardAlpha;
uniform float discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;
if (discardAlpha == 1 && pixColor[3] <= discardAlphaValue)
discard;
if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
if (radius > 0.0)
pixColor = rounding(pixColor);
gl_FragColor = pixColor * alpha;
}

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@ -0,0 +1,8 @@
precision highp float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform sampler2D texMatte;
void main() {
gl_FragColor = texture2D(tex, v_texcoord) * texture2D(texMatte, v_texcoord)[0]; // I know it only uses R, but matte should be black/white anyways.
}

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@ -0,0 +1,33 @@
#extension GL_ARB_shading_language_include : enable
precision highp float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float alpha;
#include "rounding.glsl"
uniform int discardOpaque;
uniform int discardAlpha;
uniform int discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
void main() {
if (discardOpaque == 1 && alpha == 1.0)
discard;
vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
if (radius > 0.0)
pixColor = rounding(pixColor);
gl_FragColor = pixColor * alpha;
}

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@ -0,0 +1,29 @@
// smoothing constant for the edge: more = blurrier, but smoother
#define M_PI 3.1415926535897932384626433832795
#define SMOOTHING_CONSTANT (M_PI / 5.34665792551)
uniform float radius;
uniform float roundingPower;
uniform vec2 topLeft;
uniform vec2 fullSize;
vec4 rounding(vec4 color) {
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;
pixCoord += vec2(1.0, 1.0) / fullSize; // center the pix dont make it top-left
if (pixCoord.x + pixCoord.y > radius) {
float dist = pow(pow(pixCoord.x, roundingPower) + pow(pixCoord.y, roundingPower), 1.0/roundingPower);
if (dist > radius + SMOOTHING_CONSTANT)
discard;
float normalized = 1.0 - smoothstep(0.0, 1.0, (dist - radius + SMOOTHING_CONSTANT) / (SMOOTHING_CONSTANT * 2.0));
color *= normalized;
}
return color;
}

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@ -0,0 +1,100 @@
#version 300 es
#extension GL_ARB_shading_language_include : enable
precision highp float;
in vec4 v_color;
in vec2 v_texcoord;
uniform int skipCM;
uniform int sourceTF; // eTransferFunction
uniform int targetTF; // eTransferFunction
uniform mat4x2 sourcePrimaries;
uniform mat4x2 targetPrimaries;
uniform vec2 topLeft;
uniform vec2 bottomRight;
uniform vec2 fullSize;
uniform float radius;
uniform float roundingPower;
uniform float range;
uniform float shadowPower;
#include "CM.glsl"
float pixAlphaRoundedDistance(float distanceToCorner) {
if (distanceToCorner > radius) {
return 0.0;
}
if (distanceToCorner > radius - range) {
return pow((range - (distanceToCorner - radius + range)) / range, shadowPower); // i think?
}
return 1.0;
}
float modifiedLength(vec2 a) {
return pow(pow(abs(a.x),roundingPower)+pow(abs(a.y),roundingPower),1.0/roundingPower);
}
layout(location = 0) out vec4 fragColor;
void main() {
vec4 pixColor = v_color;
float originalAlpha = pixColor[3];
bool done = false;
vec2 pixCoord = fullSize * v_texcoord;
// ok, now we check the distance to a border.
if (pixCoord[0] < topLeft[0]) {
if (pixCoord[1] < topLeft[1]) {
// top left
pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - topLeft));
done = true;
} else if (pixCoord[1] > bottomRight[1]) {
// bottom left
pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - vec2(topLeft[0], bottomRight[1])));
done = true;
}
} else if (pixCoord[0] > bottomRight[0]) {
if (pixCoord[1] < topLeft[1]) {
// top right
pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - vec2(bottomRight[0], topLeft[1])));
done = true;
} else if (pixCoord[1] > bottomRight[1]) {
// bottom right
pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - bottomRight));
done = true;
}
}
if (!done) {
// distance to all straight bb borders
float distanceT = pixCoord[1];
float distanceB = fullSize[1] - pixCoord[1];
float distanceL = pixCoord[0];
float distanceR = fullSize[0] - pixCoord[0];
// get the smallest
float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR));
if (smallest < range) {
pixColor[3] = pixColor[3] * pow((smallest / range), shadowPower);
}
}
if (pixColor[3] == 0.0) {
discard; return;
}
// premultiply
pixColor.rgb *= pixColor[3];
if (skipCM == 0)
pixColor = doColorManagement(pixColor, sourceTF, sourcePrimaries, targetTF, targetPrimaries);
fragColor = pixColor;
}

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@ -1,8 +1,4 @@
#pragma once
#include <string>
inline const std::string FRAGSHADOW = R"#(
#extension GL_ARB_shading_language_include : enable
precision highp float;
varying vec4 v_color;
varying vec2 v_texcoord;
@ -87,4 +83,4 @@ void main() {
pixColor.rgb *= pixColor[3];
gl_FragColor = pixColor;
})#";
}

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@ -0,0 +1,15 @@
uniform mat3 proj;
uniform vec4 color;
attribute vec2 pos;
attribute vec2 texcoord;
attribute vec2 texcoordMatte;
varying vec4 v_color;
varying vec2 v_texcoord;
varying vec2 v_texcoordMatte;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_color = color;
v_texcoord = texcoord;
v_texcoordMatte = texcoordMatte;
}

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@ -0,0 +1,17 @@
#version 300 es
uniform mat3 proj;
uniform vec4 color;
in vec2 pos;
in vec2 texcoord;
in vec2 texcoordMatte;
out vec4 v_color;
out vec2 v_texcoord;
out vec2 v_texcoordMatte;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_color = color;
v_texcoord = texcoord;
v_texcoordMatte = texcoordMatte;
}

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@ -0,0 +1,17 @@
#version 320 es
uniform mat3 proj;
uniform vec4 color;
in vec2 pos;
in vec2 texcoord;
in vec2 texcoordMatte;
out vec4 v_color;
out vec2 v_texcoord;
out vec2 v_texcoordMatte;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_color = color;
v_texcoord = texcoord;
v_texcoordMatte = texcoordMatte;
}