summaryrefslogtreecommitdiff
path: root/src/render
diff options
context:
space:
mode:
authorVaxry <43317083+vaxerski@users.noreply.github.com>2026-04-24 15:21:16 +0100
committerGitHub <noreply@github.com>2026-04-24 15:21:16 +0100
commite3c9b64812042ade8bec47499f461f2c7d36c184 (patch)
tree669e3d1a30f6bc9fc9c857d3dda3a1cae468fbbc /src/render
parentb65714e3b8e123fb2febd507905d25fa6abd0400 (diff)
opengl/shadow: fix shadow offset rendering (#14156)
Diffstat (limited to 'src/render')
-rw-r--r--src/render/OpenGL.cpp33
-rw-r--r--src/render/Shader.cpp6
-rw-r--r--src/render/Shader.hpp2
-rw-r--r--src/render/shaders/glsl/shadow.frag6
-rw-r--r--src/render/shaders/glsl/shadow.glsl63
5 files changed, 74 insertions, 36 deletions
diff --git a/src/render/OpenGL.cpp b/src/render/OpenGL.cpp
index 7051c10c..bf914e31 100644
--- a/src/render/OpenGL.cpp
+++ b/src/render/OpenGL.cpp
@@ -2259,6 +2259,9 @@ void CHyprOpenGLImpl::renderRoundedShadow(const CBox& box, int round, float roun
shader->setUniformFloat(SHADER_ROUNDING_POWER, roundingPower);
shader->setUniformFloat(SHADER_RANGE, range);
shader->setUniformFloat(SHADER_SHADOW_POWER, SHADOWPOWER);
+ shader->setUniformFloat2(SHADER_WINDOW_TOP_LEFT, -1.F, -1.F);
+ shader->setUniformFloat2(SHADER_WINDOW_BOTTOM_RIGHT, -1.F, -1.F);
+ shader->setUniformFloat(SHADER_THICK, 0.F);
glBindVertexArray(shader->getUniformLocation(SHADER_SHADER_VAO));
@@ -2272,9 +2275,33 @@ void CHyprOpenGLImpl::renderRoundedShadow(const CBox& box, int round, float roun
drawRegion = g_pHyprRenderer->m_renderData.damage;
if (g_pHyprRenderer->m_renderData.currentWindow) {
- auto PWINDOW = g_pHyprRenderer->m_renderData.currentWindow.lock();
- shader->setUniformFloat(SHADER_THICK, PWINDOW->getRealBorderSize() + PWINDOW->rounding());
- drawRegion.subtract(PWINDOW->surfaceLogicalBox().value().copy().scale(g_pHyprRenderer->m_renderData.pMonitor->m_scale).expand(-PWINDOW->rounding()));
+ const auto PWINDOW = g_pHyprRenderer->m_renderData.currentWindow.lock();
+ if (PWINDOW) {
+ if (const auto WINDOWBOX = PWINDOW->surfaceLogicalBox(); WINDOWBOX.has_value()) {
+ CBox scaledWindowBox = WINDOWBOX.value();
+
+ const auto PWORKSPACE = PWINDOW->m_workspace;
+ if (PWORKSPACE && !PWINDOW->m_pinned)
+ scaledWindowBox.translate(PWORKSPACE->m_renderOffset->value());
+
+ scaledWindowBox.translate(PWINDOW->m_floatingOffset);
+ scaledWindowBox.translate(-m_renderData.pMonitor->m_position);
+ scaledWindowBox.scale(m_renderData.pMonitor->m_scale).round();
+ m_renderData.renderModif.applyToBox(scaledWindowBox);
+
+ const auto cutoutTopLeft = scaledWindowBox.pos() - newBox.pos();
+ const auto cutoutBottomRight = cutoutTopLeft + scaledWindowBox.size();
+
+ float cutoutRadius = std::max(0.F, sc<float>(PWINDOW->rounding() * m_renderData.pMonitor->m_scale));
+ cutoutRadius = std::round(cutoutRadius * m_renderData.renderModif.combinedScale());
+
+ shader->setUniformFloat2(SHADER_WINDOW_TOP_LEFT, sc<float>(cutoutTopLeft.x), sc<float>(cutoutTopLeft.y));
+ shader->setUniformFloat2(SHADER_WINDOW_BOTTOM_RIGHT, sc<float>(cutoutBottomRight.x), sc<float>(cutoutBottomRight.y));
+ shader->setUniformFloat(SHADER_THICK, cutoutRadius);
+
+ drawRegion.subtract(scaledWindowBox.copy().expand(-sc<int>(std::round(cutoutRadius))));
+ }
+ }
}
if (!drawRegion.empty())
diff --git a/src/render/Shader.cpp b/src/render/Shader.cpp
index 14601560..3359de66 100644
--- a/src/render/Shader.cpp
+++ b/src/render/Shader.cpp
@@ -161,8 +161,10 @@ void CShader::getUniformLocations() {
m_uniformLocations[SHADER_SHADER_VBO_POS]
m_uniformLocations[SHADER_SHADER_VBO_UV]
*/
- m_uniformLocations[SHADER_TOP_LEFT] = getUniform("topLeft");
- m_uniformLocations[SHADER_BOTTOM_RIGHT] = getUniform("bottomRight");
+ m_uniformLocations[SHADER_TOP_LEFT] = getUniform("topLeft");
+ m_uniformLocations[SHADER_BOTTOM_RIGHT] = getUniform("bottomRight");
+ m_uniformLocations[SHADER_WINDOW_TOP_LEFT] = getUniform("windowTopLeft");
+ m_uniformLocations[SHADER_WINDOW_BOTTOM_RIGHT] = getUniform("windowBottomRight");
// compat for screenshaders
auto fullSize = getUniform("fullSize");
diff --git a/src/render/Shader.hpp b/src/render/Shader.hpp
index 9b097c44..84a4014c 100644
--- a/src/render/Shader.hpp
+++ b/src/render/Shader.hpp
@@ -33,6 +33,8 @@ enum eShaderUniform : uint8_t {
SHADER_SHADER_VBO,
SHADER_TOP_LEFT,
SHADER_BOTTOM_RIGHT,
+ SHADER_WINDOW_TOP_LEFT,
+ SHADER_WINDOW_BOTTOM_RIGHT,
SHADER_FULL_SIZE,
SHADER_FULL_SIZE_UNTRANSFORMED,
SHADER_RADIUS,
diff --git a/src/render/shaders/glsl/shadow.frag b/src/render/shaders/glsl/shadow.frag
index 19f87348..e91e9a14 100644
--- a/src/render/shaders/glsl/shadow.frag
+++ b/src/render/shaders/glsl/shadow.frag
@@ -14,6 +14,8 @@ uniform mat3 targetPrimariesXYZ;
uniform vec2 topLeft;
uniform vec2 bottomRight;
+uniform vec2 windowTopLeft;
+uniform vec2 windowBottomRight;
uniform vec2 fullSize;
uniform float radius;
uniform float roundingPower;
@@ -39,7 +41,7 @@ void main() {
#else
fragColor =
#endif
- getShadow(pixColor, v_texcoord, radius, roundingPower, topLeft, fullSize, range, shadowPower, bottomRight, thick
+ getShadow(pixColor, v_texcoord, radius, roundingPower, topLeft, fullSize, range, shadowPower, bottomRight, windowTopLeft, windowBottomRight, thick
#if USE_CM
,
sourceTF, targetTF, convertMatrix, srcTFRange, dstTFRange
@@ -66,4 +68,4 @@ void main() {
fragColor = pixColors[0];
mirrorColor = pixColors[1];
#endif
-} \ No newline at end of file
+}
diff --git a/src/render/shaders/glsl/shadow.glsl b/src/render/shaders/glsl/shadow.glsl
index 6bc92572..fdfa697c 100644
--- a/src/render/shaders/glsl/shadow.glsl
+++ b/src/render/shaders/glsl/shadow.glsl
@@ -24,13 +24,38 @@ float modifiedLength(vec2 a, float roundingPower) {
return pow(pow(abs(a.x), roundingPower) + pow(abs(a.y), roundingPower), 1.0 / roundingPower);
}
+bool pointInRoundedRect(vec2 pixCoord, vec2 tl, vec2 br, float radius, float roundingPower) {
+ if (pixCoord.x < tl.x || pixCoord.x > br.x || pixCoord.y < tl.y || pixCoord.y > br.y)
+ return false;
+
+ if (radius <= 0.0)
+ return true;
+
+ radius = min(radius, min((br.x - tl.x) * 0.5, (br.y - tl.y) * 0.5));
+
+ vec2 innerTL = tl + vec2(radius, radius);
+ vec2 innerBR = br - vec2(radius, radius);
+
+ if (pixCoord.x >= innerTL.x && pixCoord.x <= innerBR.x)
+ return true;
+
+ if (pixCoord.y >= innerTL.y && pixCoord.y <= innerBR.y)
+ return true;
+
+ vec2 delta = vec2(0.0, 0.0);
+ delta.x = pixCoord.x < innerTL.x ? innerTL.x - pixCoord.x : pixCoord.x - innerBR.x;
+ delta.y = pixCoord.y < innerTL.y ? innerTL.y - pixCoord.y : pixCoord.y - innerBR.y;
+
+ return distanceWithRounding(delta, roundingPower) <= radius;
+}
+
#if USE_MIRROR
vec4[2]
#else
vec4
#endif
getShadow(vec4 pixColor, vec2 v_texcoord, float borderRadius, float roundingPower, vec2 topLeft, vec2 fullSize, float range, float shadowPower, vec2 bottomRight,
- float decoWidth
+ vec2 windowTopLeft, vec2 windowBottomRight, float windowRadius
#if USE_CM
,
int sourceTF, int targetTF, mat3 convertMatrix, vec2 srcTFRange, vec2 dstTFRange
@@ -65,41 +90,21 @@ vec4
if (pixCoord[0] < topLeft[0]) {
if (pixCoord[1] < topLeft[1]) {
// top left
- float distance = distanceWithRounding(vec2(topLeft.x - pixCoord.x, topLeft.y - pixCoord.y), roundingPower);
- if (borderRadius > 0.0 && distance < decoWidth) {
- pixColor[3] = 0.0;
- } else {
- pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - topLeft, roundingPower), radius, range, shadowPower);
- }
+ pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - topLeft, roundingPower), radius, range, shadowPower);
done = true;
} else if (pixCoord[1] > bottomRight[1]) {
// bottom left
- float distance = distanceWithRounding(vec2(topLeft.x - pixCoord.x, pixCoord.y - bottomRight.y), roundingPower);
- if (borderRadius > 0.0 && distance < decoWidth) {
- pixColor[3] = 0.0;
- } else {
- pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - vec2(topLeft[0], bottomRight[1]), roundingPower), radius, range, shadowPower);
- }
+ pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - vec2(topLeft[0], bottomRight[1]), roundingPower), radius, range, shadowPower);
done = true;
}
} else if (pixCoord[0] > bottomRight[0]) {
if (pixCoord[1] < topLeft[1]) {
// top right
- float distance = distanceWithRounding(vec2(pixCoord.x - bottomRight.x, topLeft.y - pixCoord.y), roundingPower);
- if (borderRadius > 0.0 && distance < decoWidth) {
- pixColor[3] = 0.0;
- } else {
- pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - vec2(bottomRight[0], topLeft[1]), roundingPower), radius, range, shadowPower);
- }
+ pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - vec2(bottomRight[0], topLeft[1]), roundingPower), radius, range, shadowPower);
done = true;
} else if (pixCoord[1] > bottomRight[1]) {
// bottom right
- float distance = distanceWithRounding(vec2(pixCoord.x - bottomRight.x, pixCoord.y - bottomRight.y), roundingPower);
- if (borderRadius > 0.0 && distance < decoWidth) {
- pixColor[3] = 0.0;
- } else {
- pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - bottomRight, roundingPower), radius, range, shadowPower);
- }
+ pixColor[3] = pixColor[3] * pixAlphaRoundedDistance(modifiedLength(pixCoord - bottomRight, roundingPower), radius, range, shadowPower);
done = true;
}
}
@@ -118,12 +123,12 @@ vec4
if (smallest < range) {
// between border and max shadow distance
pixColor[3] = pixColor[3] * pow((smallest / range), shadowPower);
- } else {
- // inside border or window
- pixColor[3] = 0.0;
}
}
+ if (pointInRoundedRect(pixCoord, windowTopLeft, windowBottomRight, windowRadius, roundingPower))
+ pixColor[3] = 0.0;
+
if (pixColor[3] == 0.0) {
discard;
#if USE_MIRROR
@@ -171,4 +176,4 @@ vec4
return pixColor;
#endif
}
-#endif \ No newline at end of file
+#endif