diff options
Diffstat (limited to 'src/backend/gl/shaders.c')
| -rw-r--r-- | src/backend/gl/shaders.c | 187 |
1 files changed, 187 insertions, 0 deletions
diff --git a/src/backend/gl/shaders.c b/src/backend/gl/shaders.c new file mode 100644 index 0000000..4a18e62 --- /dev/null +++ b/src/backend/gl/shaders.c @@ -0,0 +1,187 @@ +#include "gl_common.h" + +// clang-format off +const char dummy_frag[] = GLSL(330, + uniform sampler2D tex; + in vec2 texcoord; + void main() { + gl_FragColor = texelFetch(tex, ivec2(texcoord.xy), 0); + } +); + +const char copy_with_mask_frag[] = GLSL(330, + uniform sampler2D tex; + in vec2 texcoord; + float mask_factor(); + void main() { + gl_FragColor = texelFetch(tex, ivec2(texcoord.xy), 0) * mask_factor(); + } +); + +const char fill_frag[] = GLSL(330, + uniform vec4 color; + void main() { + gl_FragColor = color; + } +); + +const char fill_vert[] = GLSL(330, + layout(location = 0) in vec2 in_coord; + uniform mat4 projection; + void main() { + gl_Position = projection * vec4(in_coord, 0, 1); + } +); + +const char interpolating_frag[] = GLSL(330, + uniform sampler2D tex; + in vec2 texcoord; + void main() { + gl_FragColor = vec4(texture2D(tex, vec2(texcoord.xy), 0).rgb, 1); + } +); + +const char interpolating_vert[] = GLSL(330, + uniform mat4 projection; + uniform vec2 texsize; + layout(location = 0) in vec2 in_coord; + layout(location = 1) in vec2 in_texcoord; + out vec2 texcoord; + void main() { + gl_Position = projection * vec4(in_coord, 0, 1); + texcoord = in_texcoord / texsize; + } +); +const char masking_glsl[] = GLSL(330, + uniform sampler2D mask_tex; + uniform vec2 mask_offset; + uniform float mask_corner_radius; + uniform bool mask_inverted; + in vec2 texcoord; + float mask_rectangle_sdf(vec2 point, vec2 half_size) { + vec2 d = abs(point) - half_size; + return length(max(d, 0.0)); + } + float mask_factor() { + vec2 mask_size = textureSize(mask_tex, 0); + vec2 maskcoord = texcoord - mask_offset; + vec4 mask = texture2D(mask_tex, maskcoord / mask_size); + if (mask_corner_radius != 0) { + vec2 inner_size = mask_size - vec2(mask_corner_radius) * 2.0f; + float dist = mask_rectangle_sdf(maskcoord - mask_size / 2.0f, + inner_size / 2.0f) - mask_corner_radius; + if (dist > 0.0f) { + mask.r *= (1.0f - clamp(dist, 0.0f, 1.0f)); + } + } + if (mask_inverted) { + mask.rgb = 1.0 - mask.rgb; + } + return mask.r; + } +); +const char win_shader_glsl[] = GLSL(330, + uniform float opacity; + uniform float dim; + uniform float corner_radius; + uniform float border_width; + uniform bool invert_color; + in vec2 texcoord; + uniform sampler2D tex; + uniform sampler2D brightness; + uniform float max_brightness; + // Signed distance field for rectangle center at (0, 0), with size of + // half_size * 2 + float rectangle_sdf(vec2 point, vec2 half_size) { + vec2 d = abs(point) - half_size; + return length(max(d, 0.0)); + } + + vec4 default_post_processing(vec4 c) { + vec4 border_color = texture(tex, vec2(0.0, 0.5)); + if (invert_color) { + c = vec4(c.aaa - c.rgb, c.a); + border_color = vec4(border_color.aaa - border_color.rgb, border_color.a); + } + c = vec4(c.rgb * (1.0 - dim), c.a) * opacity; + border_color = vec4(border_color.rgb * (1.0 - dim), border_color.a) * opacity; + + vec3 rgb_brightness = texelFetch(brightness, ivec2(0, 0), 0).rgb; + // Ref: https://en.wikipedia.org/wiki/Relative_luminance + float brightness = rgb_brightness.r * 0.21 + + rgb_brightness.g * 0.72 + + rgb_brightness.b * 0.07; + if (brightness > max_brightness) { + c.rgb = c.rgb * (max_brightness / brightness); + border_color.rgb = border_color.rgb * (max_brightness / brightness); + } + + // Rim color is the color of the outer rim of the window, if there is no + // border, it's the color of the window itself, otherwise it's the border. + // Using mix() to avoid a branch here. + vec4 rim_color = mix(c, border_color, clamp(border_width, 0.0f, 1.0f)); + + vec2 outer_size = vec2(textureSize(tex, 0)); + vec2 inner_size = outer_size - vec2(corner_radius) * 2.0f; + float rect_distance = rectangle_sdf(texcoord - outer_size / 2.0f, + inner_size / 2.0f) - corner_radius; + if (rect_distance > 0.0f) { + c = (1.0f - clamp(rect_distance, 0.0f, 1.0f)) * rim_color; + } else { + float factor = clamp(rect_distance + border_width, 0.0f, 1.0f); + c = (1.0f - factor) * c + factor * border_color; + } + + return c; + } + + vec4 window_shader(); + float mask_factor(); + + void main() { + gl_FragColor = window_shader() * mask_factor(); + } +); + +const char win_shader_default[] = GLSL(330, + in vec2 texcoord; + uniform sampler2D tex; + vec4 default_post_processing(vec4 c); + vec4 window_shader() { + vec4 c = texelFetch(tex, ivec2(texcoord), 0); + return default_post_processing(c); + } +); + +const char present_vertex_shader[] = GLSL(330, + uniform mat4 projection; + layout(location = 0) in vec2 coord; + out vec2 texcoord; + void main() { + gl_Position = projection * vec4(coord, 0, 1); + texcoord = coord; + } +); +const char vertex_shader[] = GLSL(330, + uniform mat4 projection; + uniform float scale = 1.0; + uniform vec2 texorig; + layout(location = 0) in vec2 coord; + layout(location = 1) in vec2 in_texcoord; + out vec2 texcoord; + void main() { + gl_Position = projection * vec4(coord, 0, scale); + texcoord = in_texcoord + texorig; + } +); +const char shadow_colorization_frag[] = GLSL(330, + uniform vec4 color; + uniform sampler2D tex; + in vec2 texcoord; + out vec4 out_color; + void main() { + vec4 c = texelFetch(tex, ivec2(texcoord), 0); + out_color = c.r * color; + } +); +// clang-format on |