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authorVaxry <43317083+vaxerski@users.noreply.github.com>2024-12-03 18:58:24 +0000
committerGitHub <noreply@github.com>2024-12-03 18:58:24 +0000
commit320144ae7288fe23686935ebb235d9fe0c900862 (patch)
tree351b04e228926f98c12c340284c25450bb1fed4f /src/render/shaders
parent92186898c0ca1b3f72922b72c4af1723f0d9b888 (diff)
core: move colorspace handling to oklab (#8635)
* Meson: add hyprgraphics * Nix: add hyprgraphics * CI/setup_base: get hyprgraphics-git --------- Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
Diffstat (limited to 'src/render/shaders')
-rw-r--r--src/render/shaders/Border.hpp62
1 files changed, 61 insertions, 1 deletions
diff --git a/src/render/shaders/Border.hpp b/src/render/shaders/Border.hpp
index 1f4a1d97..acd3f3ff 100644
--- a/src/render/shaders/Border.hpp
+++ b/src/render/shaders/Border.hpp
@@ -17,12 +17,32 @@ uniform float radius;
uniform float radiusOuter;
uniform float thick;
+// Gradients are in OkLabA!!!! {l, a, b, alpha}
uniform vec4 gradient[10];
+uniform vec4 gradient2[10];
uniform int gradientLength;
+uniform int gradient2Length;
uniform float angle;
+uniform float angle2;
+uniform float gradientLerp;
uniform float alpha;
-vec4 getColorForCoord(vec2 normalizedCoord) {
+float linearToGamma(float x) {
+ return x >= 0.0031308 ? 1.055 * pow(x, 0.416666666) - 0.055 : 12.92 * x;
+}
+
+vec4 okLabAToSrgb(vec4 lab) {
+ float l = pow(lab[0] + lab[1] * 0.3963377774 + lab[2] * 0.2158037573, 3.0);
+ float m = pow(lab[0] + lab[1] * (-0.1055613458) + lab[2] * (-0.0638541728), 3.0);
+ float s = pow(lab[0] + lab[1] * (-0.0894841775) + lab[2] * (-1.2914855480), 3.0);
+
+ return vec4(linearToGamma(l * 4.0767416621 + m * -3.3077115913 + s * 0.2309699292),
+ linearToGamma(l * (-1.2684380046) + m * 2.6097574011 + s * (-0.3413193965)),
+ linearToGamma(l * (-0.0041960863) + m * (-0.7034186147) + s * 1.7076147010),
+ lab[3]);
+}
+
+vec4 getOkColorForCoordArray1(vec2 normalizedCoord) {
if (gradientLength < 2)
return gradient[0];
@@ -51,6 +71,46 @@ vec4 getColorForCoord(vec2 normalizedCoord) {
return gradient[top] * (progress - float(bottom)) + gradient[bottom] * (float(top) - progress);
}
+vec4 getOkColorForCoordArray2(vec2 normalizedCoord) {
+ if (gradient2Length < 2)
+ return gradient2[0];
+
+ float finalAng = 0.0;
+
+ if (angle2 > 4.71 /* 270 deg */) {
+ normalizedCoord[1] = 1.0 - normalizedCoord[1];
+ finalAng = 6.28 - angle;
+ } else if (angle2 > 3.14 /* 180 deg */) {
+ normalizedCoord[0] = 1.0 - normalizedCoord[0];
+ normalizedCoord[1] = 1.0 - normalizedCoord[1];
+ finalAng = angle - 3.14;
+ } else if (angle2 > 1.57 /* 90 deg */) {
+ normalizedCoord[0] = 1.0 - normalizedCoord[0];
+ finalAng = 3.14 - angle2;
+ } else {
+ finalAng = angle2;
+ }
+
+ float sine = sin(finalAng);
+
+ float progress = (normalizedCoord[1] * sine + normalizedCoord[0] * (1.0 - sine)) * float(gradient2Length - 1);
+ int bottom = int(floor(progress));
+ int top = bottom + 1;
+
+ return gradient2[top] * (progress - float(bottom)) + gradient2[bottom] * (float(top) - progress);
+}
+
+vec4 getColorForCoord(vec2 normalizedCoord) {
+ vec4 result1 = getOkColorForCoordArray1(normalizedCoord);
+
+ if (gradient2Length <= 0)
+ return okLabAToSrgb(result1);
+
+ vec4 result2 = getOkColorForCoordArray2(normalizedCoord);
+
+ return okLabAToSrgb(mix(result1, result2, gradientLerp));
+}
+
void main() {
highp vec2 pixCoord = vec2(gl_FragCoord);