mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-05 12:25:59 +01:00
293 lines
5.9 KiB
C++
293 lines
5.9 KiB
C++
#pragma once
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#include <string>
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inline const std::string QUADVERTSRC = R"#(
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uniform mat3 proj;
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uniform vec4 color;
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attribute vec2 pos;
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attribute vec2 texcoord;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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void main() {
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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
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v_color = color;
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v_texcoord = texcoord;
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})#";
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inline const std::string QUADFRAGSRC = R"#(
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precision mediump float;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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void main() {
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gl_FragColor = v_color;
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})#";
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inline const std::string TEXVERTSRC = R"#(
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uniform mat3 proj;
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attribute vec2 pos;
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attribute vec2 texcoord;
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varying vec2 v_texcoord;
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void main() {
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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
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v_texcoord = texcoord;
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})#";
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inline const std::string TEXFRAGSRCRGBA = R"#(
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precision mediump float;
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varying vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform float alpha;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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void main() {
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vec2 pixCoord = fullSize * v_texcoord;
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if (pixCoord[0] < topLeft[0]) {
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// we're close left
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if (pixCoord[1] < topLeft[1]) {
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// top
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if (distance(topLeft, pixCoord) > radius) {
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discard;
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return;
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
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discard;
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return;
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}
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}
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}
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else if (pixCoord[0] > bottomRight[0]) {
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// we're close right
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if (pixCoord[1] < topLeft[1]) {
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// top
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
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discard;
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return;
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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if (distance(bottomRight, pixCoord) > radius) {
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discard;
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return;
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}
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}
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}
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gl_FragColor = texture2D(tex, v_texcoord) * alpha;
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})#";
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inline const std::string TEXFRAGSRCRGBX = R"#(
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precision mediump float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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uniform float alpha;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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void main() {
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vec2 pixCoord = fullSize * v_texcoord;
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if (pixCoord[0] < topLeft[0]) {
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// we're close left
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if (pixCoord[1] < topLeft[1]) {
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// top
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if (distance(topLeft, pixCoord) > radius) {
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discard;
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return;
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
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discard;
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return;
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}
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}
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}
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else if (pixCoord[0] > bottomRight[0]) {
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// we're close right
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if (pixCoord[1] < topLeft[1]) {
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// top
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
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discard;
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return;
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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if (distance(bottomRight, pixCoord) > radius) {
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discard;
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return;
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}
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}
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}
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gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
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})#";
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// thanks to Loadus
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// https://www.shadertoy.com/view/Mtl3Rj
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// for this pseudo-gaussian blur!
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inline const std::string FRAGBLUR1 = R"#(
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precision mediump float;
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varying vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform float radius;
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uniform vec2 resolution;
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uniform float alpha;
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float SCurve (float x) {
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x = x * 2.0 - 1.0;
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return -x * abs(x) * 0.5 + x + 0.5;
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}
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vec4 BlurH (vec2 size, vec2 uv) {
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if (radius >= 1.0) {
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vec4 A = vec4(0.0);
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vec4 C = vec4(0.0);
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float width = 1.0 / size.x;
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float divisor = 0.0;
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float weight = 0.0;
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float radiusMultiplier = 1.0 / radius;
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for (float x = -radius; x <= radius; x++) {
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A = texture2D(tex, uv + vec2(x * width, 0.0));
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weight = SCurve(1.0 - (abs(x) * radiusMultiplier));
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C += A * weight;
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divisor += weight;
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}
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return vec4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0);
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}
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return texture2D(tex, uv);
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}
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void main() {
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gl_FragColor = BlurH(resolution, v_texcoord) * alpha;
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}
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)#";
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inline const std::string FRAGBLUR2 = R"#(
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precision mediump float;
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varying vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform float radius;
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uniform vec2 resolution;
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uniform float alpha;
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float SCurve (float x) {
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x = x * 2.0 - 1.0;
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return -x * abs(x) * 0.5 + x + 0.5;
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}
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vec4 BlurV (vec2 size, vec2 uv) {
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if (radius >= 1.0) {
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vec4 A = vec4(0.0);
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vec4 C = vec4(0.0);
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float height = 1.0 / size.y;
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float divisor = 0.0;
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float weight = 0.0;
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float radiusMultiplier = 1.0 / radius;
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for (float y = -radius; y <= radius; y++) {
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A = texture2D(tex, uv + vec2(0.0, y * height));
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weight = SCurve(1.0 - (abs(y) * radiusMultiplier));
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C += A * weight;
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divisor += weight;
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}
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return vec4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0);
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}
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return texture2D(tex, uv);
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}
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void main() {
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gl_FragColor = BlurV(resolution, v_texcoord) * alpha;
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}
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)#";
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inline const std::string TEXFRAGSRCEXT = R"#(
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#extension GL_OES_EGL_image_external : require
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precision mediump float;
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varying vec2 v_texcoord;
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uniform samplerExternalOES texture0;
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uniform float alpha;
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uniform vec2 topLeft;
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uniform vec2 bottomRight;
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uniform vec2 fullSize;
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uniform float radius;
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void main() {
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vec2 pixCoord = fullSize * v_texcoord;
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if (pixCoord[0] < topLeft[0]) {
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// we're close left
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if (pixCoord[1] < topLeft[1]) {
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// top
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if (distance(topLeft, pixCoord) > radius) {
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discard;
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return;
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
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discard;
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return;
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}
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}
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}
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else if (pixCoord[0] > bottomRight[0]) {
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// we're close right
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if (pixCoord[1] < topLeft[1]) {
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// top
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if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
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discard;
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return;
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}
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom
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if (distance(bottomRight, pixCoord) > radius) {
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discard;
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return;
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}
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}
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}
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gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
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})#";
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