hyprland-plugins/hyprtrails/shaders.hpp

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2023-11-04 01:39:14 +01:00
#pragma once
#include <string>
inline const std::string QUADTRAIL = R"#(
uniform mat3 proj;
uniform vec4 color;
attribute vec2 pos;
attribute vec2 texcoord;
attribute vec4 colors;
varying vec4 v_color;
varying vec2 v_texcoord;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_color = color;
v_texcoord = texcoord;
})#";
inline const std::string FRAGTRAIL = R"#(
precision mediump float;
varying vec4 v_color;
varying vec2 v_texcoord;
uniform vec4 window;
float distToRect(vec4 rect) {
float dx = max(rect[0] - v_texcoord[0], max(0.0, v_texcoord[0] - rect[2]));
float dy = max(rect[1] - v_texcoord[1], max(0.0, v_texcoord[1] - rect[3]));
return sqrt(dx*dx + dy*dy);
}
float alphaForShot(vec4 shot, float threshold) {
float dist = distToRect(shot);
if (dist > threshold)
return 0.0;
if (dist <= 0.0)
return 0.0;
return 1.0 - (dist * (1.0 / threshold));
}
void main() {
vec4 pixColor = v_color;
float a = v_color[3]; // clamp(alphaForShot(window, 0.5), 0.0, 1.0); // todo
pixColor.rgb *= a;
gl_FragColor = pixColor;
})#";