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authorxDarksome <dev@darkso.me>2022-06-26 19:20:20 +0300
committerGitHub <noreply@github.com>2022-06-26 19:20:20 +0300
commit504f76112aec3625f2d67f9289a48a01bc90cb50 (patch)
treef3a4c5176a2d8f1954a7632b542f829e994c8529 /src/render/Shaders.hpp
parentbe460ea9547691eb136bf8b600b67b778af47e3f (diff)
parentf1a5cb4979f312f56967888c2b1b6d2aa535bb9e (diff)
Merge branch 'hyprwm:main' into main
Diffstat (limited to 'src/render/Shaders.hpp')
-rw-r--r--src/render/Shaders.hpp341
1 files changed, 2 insertions, 339 deletions
diff --git a/src/render/Shaders.hpp b/src/render/Shaders.hpp
index d01e7775..ac7f9424 100644
--- a/src/render/Shaders.hpp
+++ b/src/render/Shaders.hpp
@@ -1,341 +1,4 @@
#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;
-})#";
+#include "shaders/Textures.hpp"
+#include "shaders/Shadow.hpp" \ No newline at end of file