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authorvaxerski <[email protected]>2022-06-25 20:28:40 +0200
committervaxerski <[email protected]>2022-06-25 20:28:40 +0200
commit747ff3369d6377628e3e27e3b108c8d61cbc5733 (patch)
treef4b1e1bbc12c6ff162a18bcf94d96b9c932f1baf /src/render/shaders/Textures.hpp
parentb46f45befab6e2aa6daba76ec04cec4286eec56b (diff)
downloadHyprland-747ff3369d6377628e3e27e3b108c8d61cbc5733.tar.gz
Hyprland-747ff3369d6377628e3e27e3b108c8d61cbc5733.zip
added drop shadows
Diffstat (limited to 'src/render/shaders/Textures.hpp')
-rw-r--r--src/render/shaders/Textures.hpp341
1 files changed, 341 insertions, 0 deletions
diff --git a/src/render/shaders/Textures.hpp b/src/render/shaders/Textures.hpp
new file mode 100644
index 00000000..d01e7775
--- /dev/null
+++ b/src/render/shaders/Textures.hpp
@@ -0,0 +1,341 @@
+#pragma once
+
+#include <string>
+
+inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string {
+ return R"#(
+ if (pixCoord[0] < topLeft[0]) {
+ // we're close left
+ if (pixCoord[1] < topLeft[1]) {
+ // top
+
+ if (ignoreCorners == 1) {
+ discard;
+ return;
+ }
+
+ float topLeftDistance = distance(topLeft, pixCoord);
+
+ if (topLeftDistance > radius - 1.0) {
+ if (primitiveMultisample == 0 && topLeftDistance > radius) {
+ discard;
+ return;
+ } else if (primitiveMultisample == 1) {
+ float distances = 0.0;
+ if (distance(topLeft, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
+ if (distance(topLeft, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
+ if (distance(topLeft, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
+ if (distance(topLeft, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
+
+ if (distances == 0.0) {
+ discard;
+ return;
+ }
+
+ distances = distances / 4.0;
+
+ gl_FragColor = )#" + colorVarName + R"#( * distances;
+ return;
+ }
+ }
+ } else if (pixCoord[1] > bottomRight[1]) {
+ // bottom
+
+ if (ignoreCorners == 1) {
+ discard;
+ return;
+ }
+
+ float topLeftDistance = distance(vec2(topLeft[0], bottomRight[1]), pixCoord);
+
+ if (topLeftDistance > radius - 1.0) {
+ if (primitiveMultisample == 0 && topLeftDistance > radius) {
+ discard;
+ return;
+ } else if (primitiveMultisample == 1) {
+ float distances = 0.0;
+ if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
+ if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
+ if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
+ if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
+
+ if (distances == 0.0) {
+ discard;
+ return;
+ }
+
+ distances = distances / 4.0;
+
+ gl_FragColor = )#" + colorVarName + R"#( * distances;
+ return;
+ }
+ }
+ }
+ }
+ else if (pixCoord[0] > bottomRight[0]) {
+ // we're close right
+ if (pixCoord[1] < topLeft[1]) {
+ // top
+
+ if (ignoreCorners == 1) {
+ discard;
+ return;
+ }
+
+ float topLeftDistance = distance(vec2(bottomRight[0], topLeft[1]), pixCoord);
+
+ if (topLeftDistance > radius - 1.0) {
+ if (primitiveMultisample == 0 && topLeftDistance > radius) {
+ discard;
+ return;
+ } else if (primitiveMultisample == 1) {
+ float distances = 0.0;
+ if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
+ if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
+ if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
+ if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
+
+ if (distances == 0.0) {
+ discard;
+ return;
+ }
+
+ distances = distances / 4.0;
+
+ gl_FragColor = )#" + colorVarName + R"#( * distances;
+ return;
+ }
+ }
+ } else if (pixCoord[1] > bottomRight[1]) {
+ // bottom
+
+ if (ignoreCorners == 1) {
+ discard;
+ return;
+ }
+
+ float topLeftDistance = distance(bottomRight, pixCoord);
+
+ if (topLeftDistance > radius - 1.0) {
+ if (primitiveMultisample == 0 && topLeftDistance > radius) {
+ discard;
+ return;
+ } else if (primitiveMultisample == 1) {
+ float distances = 0.0;
+ if (distance(bottomRight, pixCoord + vec2(0.25, 0.25)) < radius) { distances = distances + 1.0; }
+ if (distance(bottomRight, pixCoord + vec2(0.75, 0.25)) < radius) { distances = distances + 1.0; }
+ if (distance(bottomRight, pixCoord + vec2(0.25, 0.75)) < radius) { distances = distances + 1.0; }
+ if (distance(bottomRight, pixCoord + vec2(0.75, 0.75)) < radius) { distances = distances + 1.0; }
+
+ if (distances == 0.0) {
+ discard;
+ return;
+ }
+
+ distances = distances / 4.0;
+
+ gl_FragColor = )#" + colorVarName + R"#( * distances;
+ return;
+ }
+ }
+ }
+ }
+ )#";
+};
+
+inline const std::string QUADVERTSRC = R"#(
+uniform mat3 proj;
+uniform vec4 color;
+attribute vec2 pos;
+attribute vec2 texcoord;
+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 QUADFRAGSRC = R"#(
+precision mediump float;
+varying vec4 v_color;
+varying vec2 v_texcoord;
+
+uniform vec2 topLeft;
+uniform vec2 bottomRight;
+uniform vec2 fullSize;
+uniform float radius;
+
+uniform int primitiveMultisample;
+uniform int ignoreCorners;
+
+void main() {
+ if (radius == 0.0) {
+ gl_FragColor = v_color;
+ return;
+ }
+
+ vec2 pixCoord = fullSize * v_texcoord;
+
+ )#" + ROUNDED_SHADER_FUNC("v_color") + R"#(
+
+ gl_FragColor = v_color;
+})#";
+
+inline const std::string TEXVERTSRC = R"#(
+uniform mat3 proj;
+attribute vec2 pos;
+attribute vec2 texcoord;
+varying vec2 v_texcoord;
+
+void main() {
+ gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
+ v_texcoord = texcoord;
+})#";
+
+inline const std::string TEXFRAGSRCRGBA = R"#(
+precision mediump float;
+varying vec2 v_texcoord; // is in 0-1
+uniform sampler2D tex;
+uniform float alpha;
+
+uniform vec2 topLeft;
+uniform vec2 bottomRight;
+uniform vec2 fullSize;
+uniform float radius;
+
+uniform int discardOpaque;
+
+uniform int primitiveMultisample;
+uniform int ignoreCorners;
+
+void main() {
+
+ vec4 pixColor = texture2D(tex, v_texcoord);
+
+ if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {
+ discard;
+ return;
+ }
+
+ vec2 pixCoord = fullSize * v_texcoord;
+
+ )#" + ROUNDED_SHADER_FUNC("pixColor") +
+ R"#(
+
+ gl_FragColor = pixColor * alpha;
+})#";
+
+inline const std::string TEXFRAGSRCRGBX = R"#(
+precision mediump float;
+varying vec2 v_texcoord;
+uniform sampler2D tex;
+uniform float alpha;
+
+uniform vec2 topLeft;
+uniform vec2 bottomRight;
+uniform vec2 fullSize;
+uniform float radius;
+
+uniform int discardOpaque;
+
+uniform int primitiveMultisample;
+uniform int ignoreCorners;
+
+void main() {
+
+ if (discardOpaque == 1 && alpha == 1.0) {
+ discard;
+ return;
+ }
+
+ vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
+
+ vec2 pixCoord = fullSize * v_texcoord;
+
+ )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
+
+ gl_FragColor = pixColor * alpha;
+})#";
+
+inline const std::string FRAGBLUR1 = R"#(
+#version 100
+precision mediump float;
+varying mediump vec2 v_texcoord; // is in 0-1
+uniform sampler2D tex;
+
+uniform float radius;
+uniform vec2 halfpixel;
+
+void main() {
+ vec2 uv = v_texcoord * 2.0;
+
+ vec4 sum = texture2D(tex, uv) * 4.0;
+ sum += texture2D(tex, uv - halfpixel.xy * radius);
+ sum += texture2D(tex, uv + halfpixel.xy * radius);
+ sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);
+ sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);
+ gl_FragColor = sum / 8.0;
+}
+)#";
+
+inline const std::string FRAGBLUR2 = R"#(
+#version 100
+precision mediump float;
+varying mediump vec2 v_texcoord; // is in 0-1
+uniform sampler2D tex;
+
+uniform float radius;
+uniform vec2 halfpixel;
+
+void main() {
+ vec2 uv = v_texcoord / 2.0;
+
+ vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);
+
+ sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;
+ sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);
+ sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;
+ sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);
+ sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;
+ sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);
+ sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;
+
+ gl_FragColor = sum / 12.0;
+}
+)#";
+
+inline const std::string TEXFRAGSRCEXT = R"#(
+#extension GL_OES_EGL_image_external : require
+
+precision mediump float;
+varying vec2 v_texcoord;
+uniform samplerExternalOES texture0;
+uniform float alpha;
+
+uniform vec2 topLeft;
+uniform vec2 bottomRight;
+uniform vec2 fullSize;
+uniform float radius;
+
+uniform int discardOpaque;
+
+uniform int primitiveMultisample;
+uniform int ignoreCorners;
+
+void main() {
+
+ vec4 pixColor = texture2D(texture0, v_texcoord);
+
+ if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {
+ discard;
+ return;
+ }
+
+ vec2 pixCoord = fullSize * v_texcoord;
+
+ )#" + ROUNDED_SHADER_FUNC("pixColor") + R"#(
+
+ gl_FragColor = pixColor * alpha;
+})#";