mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-25 01:45:58 +01:00
d96f8ff0fe
* move blur to its own category * blur improvements, contrast, brightness, noise
366 lines
No EOL
9.1 KiB
C++
366 lines
No EOL
9.1 KiB
C++
#pragma once
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#include <string>
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inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string {
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return R"#(
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// branchless baby!
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highp vec2 pixCoord = vec2(gl_FragCoord);
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pixCoord -= topLeft + fullSize * 0.5;
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pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0;
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pixCoord -= fullSize * 0.5 - radius;
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if (pixCoord.x + pixCoord.y > radius) {
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float dist = length(pixCoord);
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if (dist > radius)
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discard;
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if (primitiveMultisample == 1 && dist > radius - 1.0) {
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float distances = 0.0;
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distances += float(length(pixCoord + vec2(0.25, 0.25)) < radius);
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distances += float(length(pixCoord + vec2(0.75, 0.25)) < radius);
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distances += float(length(pixCoord + vec2(0.25, 0.75)) < radius);
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distances += float(length(pixCoord + vec2(0.75, 0.75)) < radius);
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if (distances == 0.0)
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discard;
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distances /= 4.0;
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)#" +
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colorVarName + R"#( = )#" + colorVarName + R"#( * distances;
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}
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}
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)#";
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};
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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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uniform vec2 topLeft;
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uniform vec2 fullSize;
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uniform float radius;
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uniform int primitiveMultisample;
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void main() {
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vec4 pixColor = v_color;
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if (radius > 0.0) {
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)#" +
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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}
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gl_FragColor = pixColor;
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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 fullSize;
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uniform float radius;
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uniform int discardOpaque;
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uniform int discardAlpha;
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uniform float discardAlphaValue;
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uniform int applyTint;
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uniform vec3 tint;
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uniform int primitiveMultisample;
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void main() {
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vec4 pixColor = texture2D(tex, v_texcoord);
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
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discard;
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if (discardAlpha == 1 && pixColor[3] <= discardAlphaValue)
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discard;
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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pixColor[1] = pixColor[1] * tint[1];
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pixColor[2] = pixColor[2] * tint[2];
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}
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if (radius > 0.0) {
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)#" +
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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}
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gl_FragColor = pixColor * alpha;
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})#";
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inline const std::string TEXFRAGSRCRGBAPASSTHRU = 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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void main() {
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gl_FragColor = texture2D(tex, v_texcoord);
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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 fullSize;
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uniform float radius;
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uniform int discardOpaque;
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uniform int discardAlpha;
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uniform int discardAlphaValue;
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uniform int applyTint;
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uniform vec3 tint;
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uniform int primitiveMultisample;
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void main() {
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if (discardOpaque == 1 && alpha == 1.0)
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discard;
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vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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pixColor[1] = pixColor[1] * tint[1];
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pixColor[2] = pixColor[2] * tint[2];
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}
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if (radius > 0.0) {
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)#" +
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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}
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gl_FragColor = pixColor * alpha;
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})#";
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inline const std::string FRAGBLUR1 = R"#(
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#version 100
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precision mediump float;
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varying mediump 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 halfpixel;
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void main() {
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vec2 uv = v_texcoord * 2.0;
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vec4 sum = texture2D(tex, uv) * 4.0;
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sum += texture2D(tex, uv - halfpixel.xy * radius);
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sum += texture2D(tex, uv + halfpixel.xy * radius);
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sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);
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sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);
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gl_FragColor = sum / 8.0;
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}
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)#";
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inline const std::string FRAGBLUR2 = R"#(
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#version 100
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precision mediump float;
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varying mediump 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 halfpixel;
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void main() {
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vec2 uv = v_texcoord / 2.0;
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vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);
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sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;
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sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);
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sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;
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sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);
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sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;
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sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);
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sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;
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gl_FragColor = sum / 12.0;
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}
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)#";
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inline const std::string FRAGBLURFINISH = 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 contrast;
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uniform float noise;
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uniform float brightness;
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float hash(vec2 p) {
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return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
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}
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void main() {
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vec4 pixColor = texture2D(tex, v_texcoord);
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// contrast
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pixColor.rgb = (pixColor.rgb - 0.5) * contrast + 0.5;
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// brightness
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pixColor.rgb *= brightness;
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// noise
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float noiseHash = hash(v_texcoord);
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float noiseAmount = (mod(noiseHash, 1.0) - 0.5);
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pixColor.rgb += noiseAmount * noise;
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gl_FragColor = pixColor;
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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 fullSize;
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uniform float radius;
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uniform int discardOpaque;
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uniform int discardAlpha;
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uniform int discardAlphaValue;
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uniform int applyTint;
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uniform vec3 tint;
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uniform int primitiveMultisample;
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void main() {
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vec4 pixColor = texture2D(texture0, v_texcoord);
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
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discard;
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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pixColor[1] = pixColor[1] * tint[1];
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pixColor[2] = pixColor[2] * tint[2];
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}
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if (radius > 0.0) {
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)#" +
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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}
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gl_FragColor = pixColor * alpha;
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}
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)#";
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static const std::string FRAGGLITCH = 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 time; // quirk: time is set to 0 at the beginning, should be around 10 when crash.
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uniform float distort;
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uniform vec2 screenSize;
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float rand(float co) {
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return fract(sin(dot(vec2(co, co), vec2(12.9898, 78.233))) * 43758.5453);
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}
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float rand(vec2 co) {
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return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
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}
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float noise(vec2 point) {
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vec2 floored = floor(point);
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vec2 fractal = fract(point);
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fractal = fractal * fractal * (3.0 - 2.0 * fractal);
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float mixed = mix(
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mix(rand(floored), rand(floored + vec2(1.0, 0.0)), fractal.x),
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mix(rand(floored + vec2(0.0,1.0)), rand(floored + vec2(1.0,1.0)), fractal.x), fractal.y);
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return mixed * mixed;
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}
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void main() {
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float ABERR_OFFSET = 4.0 * (distort / 5.5) * time;
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float TEAR_AMOUNT = 9000.0 * (1.0 - (distort / 5.5));
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float TEAR_BANDS = 108.0 / 2.0 * (distort / 5.5) * 2.0;
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float MELT_AMOUNT = (distort * 8.0) / screenSize.y;
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float NOISE = abs(mod(noise(v_texcoord) * distort * time * 2.771, 1.0)) * time / 10.0;
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if (time < 2.0)
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NOISE = 0.0;
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float offset = (mod(rand(floor(v_texcoord.y * TEAR_BANDS)) * 318.772 * time, 20.0) - 10.0) / TEAR_AMOUNT;
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vec2 blockOffset = vec2(((abs(mod(rand(floor(v_texcoord.x * 37.162)) * 721.43, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0),
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((abs(mod(rand(floor(v_texcoord.y * 45.882)) * 733.923, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0));
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if (time < 3.0)
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blockOffset = vec2(0,0);
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float meltSeed = abs(mod(rand(floor(v_texcoord.x * screenSize.x * 17.719)) * 281.882, 1.0));
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if (meltSeed < 0.8) {
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meltSeed = 0.0;
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} else {
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meltSeed *= 25.0 * NOISE;
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}
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float meltAmount = MELT_AMOUNT * meltSeed;
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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);
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vec4 pixColor = texture2D(tex, pixCoord);
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vec4 pixColorLeft = texture2D(tex, pixCoord + vec2(ABERR_OFFSET / screenSize.x, 0));
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vec4 pixColorRight = texture2D(tex, pixCoord + vec2(-ABERR_OFFSET / screenSize.x, 0));
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pixColor[0] = pixColorLeft[0];
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pixColor[2] = pixColorRight[2];
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pixColor[0] += distort / 90.0;
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gl_FragColor = pixColor;
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}
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)#"; |