refactor: move shaders to individual files
This commit is contained in:
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79dfbb9f44
commit
26271ef865
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@ -1,142 +0,0 @@
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#ifndef _SWAY_SHADERS_H
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#define _SWAY_SHADERS_H
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#include <GLES2/gl2.h>
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// Colored quads
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const GLchar quad_vertex_src[] =
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"uniform mat3 proj;\n"
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"uniform vec4 color;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" v_color = color;\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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const GLchar quad_fragment_src[] =
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"precision mediump float;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = v_color;\n"
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"}\n";
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// Textured quads
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const GLchar tex_vertex_src[] =
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"uniform mat3 proj;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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const GLchar tex_fragment_src_rgba[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"\n"
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"uniform vec2 size;\n"
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"uniform vec2 position;\n"
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"uniform float radius;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n"
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" vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy);\n"
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" if (max(corner_distance.x, corner_distance.y) < radius) {\n"
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" float d = radius - distance(corner_distance, vec2(radius));\n"
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" float smooth = smoothstep(-1.0f, 0.5f, d);\n"
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" gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n"
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" }\n"
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"}\n";
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const GLchar tex_fragment_src_rgbx[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"\n"
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"uniform vec2 size;\n"
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"uniform vec2 position;\n"
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"uniform float radius;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
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" vec2 corner_distance = min(gl_FragCoord.xy - position, position + size - gl_FragCoord.xy);\n"
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" if (max(corner_distance.x, corner_distance.y) < radius) {\n"
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" float d = radius - distance(corner_distance, vec2(radius));\n"
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" float smooth = smoothstep(-1.0f, 0.5f, d);\n"
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" gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n"
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" }\n"
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"}\n";
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const GLchar tex_fragment_src_external[] =
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"#extension GL_OES_EGL_image_external : require\n"
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"\n"
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform samplerExternalOES texture0;\n"
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"uniform float alpha;\n"
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"\n"
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"uniform vec2 size;\n"
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"uniform vec2 position;\n"
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"uniform float radius;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n"
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" vec2 corner_distance = min(gl_FragCoord.xy - position, position + size - gl_FragCoord.xy);\n"
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" if (max(corner_distance.x, corner_distance.y) < radius) {\n"
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" float d = radius - distance(corner_distance, vec2(radius));\n"
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" float smooth = smoothstep(-1.0f, 0.5f, d);\n"
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" gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n"
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" }\n"
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"}\n";
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const GLchar corner_fragment_src[] =
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"precision mediump float;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"uniform bool is_top_left;\n"
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"uniform bool is_top_right;\n"
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"uniform bool is_bottom_left;\n"
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"uniform bool is_bottom_right;\n"
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"\n"
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"uniform vec2 position;\n"
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"uniform float radius;\n"
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"uniform vec2 half_size;\n"
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"uniform float half_thickness;\n"
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"\n"
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"float roundedBoxSDF(vec2 center, vec2 size, float radius) {\n"
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" return length(max(abs(center) - size + radius, 0.0)) - radius;\n"
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"}\n"
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"\n"
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"void main() {\n"
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" vec2 center = gl_FragCoord.xy - position - half_size;\n"
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" float distance = roundedBoxSDF(center, half_size - half_thickness, radius + half_thickness);\n"
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" float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - half_thickness);\n"
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// Create an inner circle that isn't as anti-aliased as the outer ring
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" float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + half_thickness);\n"
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" gl_FragColor = mix(vec4(0), v_color, smoothedAlphaOuter - smoothedAlphaInner);\n"
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"\n"
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" if (is_top_left && (center.y > 0.0 || center.x > 0.0)) {\n"
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" discard;\n"
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" } else if (is_top_right && (center.y > 0.0 || center.x < 0.0)) {\n"
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" discard;\n"
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" } else if (is_bottom_left && (center.y < 0.0 || center.x > 0.0)) {\n"
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" discard;\n"
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" } else if (is_bottom_right && (center.y < 0.0 || center.x < 0.0)) {\n"
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" discard;\n"
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" }\n"
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"}\n";
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#endif
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@ -14,10 +14,18 @@
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#include <wlr/util/box.h>
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#include "log.h"
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#include "sway/desktop/fx_renderer.h"
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#include "sway/desktop/shaders.h"
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#include "sway/output.h"
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#include "sway/server.h"
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// shaders
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#include "quad_vert_src.h"
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#include "quad_frag_src.h"
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#include "corner_frag_src.h"
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#include "tex_vert_src.h"
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#include "tex_rgba_frag_src.h"
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#include "tex_rgbx_frag_src.h"
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#include "tex_external_frag_src.h"
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static const GLfloat verts[] = {
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1, 0, // top right
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0, 0, // top left
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@ -125,7 +133,7 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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// init shaders
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GLuint prog;
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prog = link_program(quad_vertex_src, quad_fragment_src);
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prog = link_program(quad_vert_src, quad_frag_src);
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renderer->shaders.quad.program = prog;
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if (!renderer->shaders.quad.program) {
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goto error;
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@ -135,7 +143,7 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
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// Border corners
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prog = link_program(quad_vertex_src, corner_fragment_src);
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prog = link_program(quad_vert_src, corner_frag_src);
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renderer->shaders.corner.program = prog;
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if (!renderer->shaders.corner.program) {
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goto error;
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@ -153,15 +161,15 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");
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// fragment shaders
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prog = link_program(tex_vertex_src, tex_fragment_src_rgba);
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prog = link_program(tex_vert_src, tex_rgba_frag_src);
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if (!init_frag_shader(&renderer->shaders.tex_rgba, prog)) {
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goto error;
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}
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prog = link_program(tex_vertex_src, tex_fragment_src_rgbx);
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prog = link_program(tex_vert_src, tex_rgbx_frag_src);
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if (!init_frag_shader(&renderer->shaders.tex_rgbx, prog)) {
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goto error;
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}
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prog = link_program(tex_vertex_src, tex_fragment_src_external);
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prog = link_program(tex_vert_src, tex_external_frag_src);
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if (!init_frag_shader(&renderer->shaders.tex_ext, prog)) {
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goto error;
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}
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36
sway/desktop/shaders/corner.frag
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36
sway/desktop/shaders/corner.frag
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precision mediump float;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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uniform bool is_top_left;
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uniform bool is_top_right;
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uniform bool is_bottom_left;
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uniform bool is_bottom_right;
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uniform vec2 position;
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uniform float radius;
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uniform vec2 half_size;
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uniform float half_thickness;
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float roundedBoxSDF(vec2 center, vec2 size, float radius) {
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return length(max(abs(center) - size + radius, 0.0)) - radius;
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}
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void main() {
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vec2 center = gl_FragCoord.xy - position - half_size;
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float distance = roundedBoxSDF(center, half_size - half_thickness, radius + half_thickness);
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float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - half_thickness);
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// Create an inner circle that isn't as anti-aliased as the outer ring
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float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + half_thickness);
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gl_FragColor = mix(vec4(0), v_color, smoothedAlphaOuter - smoothedAlphaInner);
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if (is_top_left && (center.y > 0.0 || center.x > 0.0)) {
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discard;
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} else if (is_top_right && (center.y > 0.0 || center.x < 0.0)) {
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discard;
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} else if (is_bottom_left && (center.y < 0.0 || center.x > 0.0)) {
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discard;
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} else if (is_bottom_right && (center.y < 0.0 || center.x < 0.0)) {
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discard;
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}
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}
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11
sway/desktop/shaders/embed.sh
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11
sway/desktop/shaders/embed.sh
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#!/bin/sh -eu
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var=${1:-data}
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hex="$(od -A n -t x1 -v)"
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echo "static const char $var[] = {"
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for byte in $hex; do
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echo " 0x$byte,"
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done
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echo " 0x00,"
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echo "};"
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24
sway/desktop/shaders/meson.build
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24
sway/desktop/shaders/meson.build
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embed = find_program('./embed.sh', native: true)
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shaders = [
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'quad.vert',
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'quad.frag',
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'tex.vert',
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'corner.frag',
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'tex_rgba.frag',
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'tex_rgbx.frag',
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'tex_external.frag',
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]
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foreach name : shaders
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output = name.underscorify() + '_src.h'
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var = name.underscorify() + '_src'
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sway_sources += custom_target(
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output,
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command: [embed, var],
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input: name,
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output: output,
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feed: true,
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capture: true,
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)
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endforeach
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7
sway/desktop/shaders/quad.frag
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7
sway/desktop/shaders/quad.frag
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precision mediump float;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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void main() {
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gl_FragColor = v_color;
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}
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12
sway/desktop/shaders/quad.vert
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12
sway/desktop/shaders/quad.vert
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uniform mat3 proj;
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uniform vec4 color;
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attribute vec2 pos;
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attribute vec2 texcoord;
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varying vec4 v_color;
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varying vec2 v_texcoord;
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void main() {
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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
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v_color = color;
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v_texcoord = texcoord;
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}
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9
sway/desktop/shaders/tex.vert
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9
sway/desktop/shaders/tex.vert
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uniform mat3 proj;
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attribute vec2 pos;
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attribute vec2 texcoord;
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varying vec2 v_texcoord;
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void main() {
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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
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v_texcoord = texcoord;
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}
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20
sway/desktop/shaders/tex_external.frag
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20
sway/desktop/shaders/tex_external.frag
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#extension GL_OES_EGL_image_external : require
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precision mediump float;
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varying vec2 v_texcoord;
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uniform samplerExternalOES texture0;
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uniform float alpha;
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uniform vec2 size;
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uniform vec2 position;
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uniform float radius;
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void main() {
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gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
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vec2 corner_distance = min(gl_FragCoord.xy - position, position + size - gl_FragCoord.xy);
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if (max(corner_distance.x, corner_distance.y) < radius) {
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float d = radius - distance(corner_distance, vec2(radius));
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float smooth = smoothstep(-1.0f, 0.5f, d);
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gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
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}
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}
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18
sway/desktop/shaders/tex_rgba.frag
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18
sway/desktop/shaders/tex_rgba.frag
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precision mediump float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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uniform float alpha;
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uniform vec2 size;
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uniform vec2 position;
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uniform float radius;
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void main() {
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gl_FragColor = texture2D(tex, v_texcoord) * alpha;
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vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy);
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if (max(corner_distance.x, corner_distance.y) < radius) {
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float d = radius - distance(corner_distance, vec2(radius));
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float smooth = smoothstep(-1.0f, 0.5f, d);
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gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
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}
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}
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18
sway/desktop/shaders/tex_rgbx.frag
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18
sway/desktop/shaders/tex_rgbx.frag
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precision mediump float;
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varying vec2 v_texcoord;
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uniform sampler2D tex;
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uniform float alpha;
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uniform vec2 size;
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uniform vec2 position;
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uniform float radius;
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void main() {
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gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
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vec2 corner_distance = min(gl_FragCoord.xy - position, position + size - gl_FragCoord.xy);
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if (max(corner_distance.x, corner_distance.y) < radius) {
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float d = radius - distance(corner_distance, vec2(radius));
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float smooth = smoothstep(-1.0f, 0.5f, d);
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gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
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}
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}
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@ -206,6 +206,8 @@ sway_sources = files(
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'tree/output.c',
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)
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subdir('desktop/shaders')
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sway_deps = [
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cairo,
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drm,
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