mirror of
https://github.com/hyprwm/Hyprland
synced 2024-11-24 03:45:57 +01:00
246 lines
5.5 KiB
C++
246 lines
5.5 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 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 (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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)#" +
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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gl_FragColor = pixColor * 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 fullSize;
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uniform float radius;
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uniform int discardOpaque;
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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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)#" +
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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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 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 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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)#" +
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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gl_FragColor = pixColor * alpha;
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}
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)#";
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