mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-05 11:45:59 +01:00
192 lines
No EOL
4.1 KiB
C++
192 lines
No EOL
4.1 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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gl_FragColor = vec4(0,0,0,0);
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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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gl_FragColor = vec4(0,0,0,0);
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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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gl_FragColor = vec4(0,0,0,0);
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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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gl_FragColor = vec4(0,0,0,0);
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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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gl_FragColor = vec4(0,0,0,0);
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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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gl_FragColor = vec4(0,0,0,0);
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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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gl_FragColor = vec4(0,0,0,0);
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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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gl_FragColor = vec4(0,0,0,0);
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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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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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gl_FragColor = vec4(0,0,0,0);
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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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gl_FragColor = vec4(0,0,0,0);
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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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gl_FragColor = vec4(0,0,0,0);
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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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gl_FragColor = vec4(0,0,0,0);
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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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})#"; |