mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-24 12:45:59 +01:00
83 lines
No EOL
2.3 KiB
C++
83 lines
No EOL
2.3 KiB
C++
#pragma once
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#include <string>
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inline const std::string FRAGSHADOW = 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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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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uniform float range;
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uniform float shadowPower;
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uniform int ignoreWindow;
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float pixAlphaRoundedDistance(float distanceToCorner) {
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if (distanceToCorner > radius) {
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return 0.0;
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}
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if (distanceToCorner > radius - range) {
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return pow((range - (distanceToCorner - radius + range)) / range, shadowPower); // i think?
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}
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return 1.0;
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}
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void main() {
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vec4 pixColor = v_color;
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float originalAlpha = pixColor[3];
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bool done = false;
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vec2 pixCoord = fullSize * v_texcoord;
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// ok, now we check the distance to a border.
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if (pixCoord[0] < topLeft[0]) {
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if (pixCoord[1] < topLeft[1]) {
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// top left
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pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(distance(pixCoord, topLeft));
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done = true;
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom left
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pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(distance(pixCoord, vec2(topLeft[0], bottomRight[1])));
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done = true;
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}
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} else if (pixCoord[0] > bottomRight[0]) {
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if (pixCoord[1] < topLeft[1]) {
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// top right
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pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(distance(pixCoord, vec2(bottomRight[0], topLeft[1])));
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done = true;
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} else if (pixCoord[1] > bottomRight[1]) {
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// bottom right
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pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(distance(pixCoord, bottomRight));
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done = true;
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}
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}
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if (!done) {
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// distance to all straight bb borders
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float distanceT = pixCoord[1];
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float distanceB = fullSize[1] - pixCoord[1];
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float distanceL = pixCoord[0];
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float distanceR = fullSize[0] - pixCoord[0];
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// get the smallest
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float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR));
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if (smallest < range) {
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pixColor[3] = pixColor[3] * pow((smallest / range), shadowPower);
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}
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}
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if (pixColor[3] == 0.0 || (ignoreWindow == 1 && pixColor[3] == originalAlpha)) {
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discard; return;
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}
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gl_FragColor = pixColor;
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})#"; |