swayfx/sway/desktop/fx_renderer/shaders/tex.frag

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#define SOURCE_TEXTURE_RGBA 1
#define SOURCE_TEXTURE_RGBX 2
#define SOURCE_TEXTURE_EXTERNAL 3
#if !defined(SOURCE)
#error "Missing shader preamble"
#endif
#if SOURCE == SOURCE_TEXTURE_EXTERNAL
#extension GL_OES_EGL_image_external : require
#endif
precision mediump float;
varying vec2 v_texcoord;
#if SOURCE == SOURCE_TEXTURE_EXTERNAL
uniform samplerExternalOES tex;
#elif SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_RGBX
uniform sampler2D tex;
#endif
uniform float alpha;
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uniform float dim;
uniform vec4 dim_color;
uniform vec2 size;
uniform vec2 position;
uniform float radius;
uniform float saturation;
uniform bool has_titlebar;
uniform bool discard_transparent;
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const vec3 saturation_weight = vec3(0.2125, 0.7154, 0.0721);
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vec4 sample_texture() {
#if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL
return texture2D(tex, v_texcoord);
#elif SOURCE == SOURCE_TEXTURE_RGBX
return vec4(texture2D(tex, v_texcoord).rgb, 1.0);
#endif
}
void main() {
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vec4 color = sample_texture();
// Saturation
if (saturation != 1.0) {
vec4 pixColor = texture2D(tex, v_texcoord);
vec3 irgb = pixColor.rgb;
vec3 target = vec3(dot(irgb, saturation_weight));
color = vec4(mix(target, irgb, saturation), pixColor.a);
}
// Dimming
gl_FragColor = mix(color, dim_color, dim) * alpha;
if (!has_titlebar || gl_FragCoord.y - position.y > radius) {
vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy);
if (max(corner_distance.x, corner_distance.y) < radius) {
float d = radius - distance(corner_distance, vec2(radius));
float smooth = smoothstep(-1.0, 0.5, d);
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gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
}
}
if (discard_transparent && gl_FragColor.a == 0.0) {
discard;
}
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}