moved shaders to header

This commit is contained in:
Will McKinnon 2022-08-25 00:27:14 -04:00
parent bdbd2512a8
commit 3b287a73b9
2 changed files with 263 additions and 217 deletions

View file

@ -0,0 +1,262 @@
#ifndef _SWAY_SHADERS_H
#define _SWAY_SHADERS_H
// Colored quads
const GLchar quad_vertex_src[] =
"uniform mat3 proj;\n"
"uniform vec4 color;\n"
"attribute vec2 pos;\n"
"attribute vec2 texcoord;\n"
"varying vec4 v_color;\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
" v_color = color;\n"
" v_texcoord = texcoord;\n"
"}\n";
const GLchar quad_fragment_src[] =
"precision mediump float;\n"
"varying vec4 v_color;\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_FragColor = v_color;\n"
"}\n";
// Textured quads
const GLchar tex_vertex_src[] =
"uniform mat3 proj;\n"
"attribute vec2 pos;\n"
"attribute vec2 texcoord;\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
" v_texcoord = texcoord;\n"
"}\n";
const GLchar tex_fragment_src_rgba[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
"\n"
"uniform vec2 topLeft;\n"
"uniform vec2 bottomRight;\n"
"uniform vec2 fullSize;\n"
"uniform float radius;\n"
"\n"
"uniform int discardOpaque;\n"
"\n"
"void main() {\n"
" vec4 pixColor = texture2D(tex, v_texcoord);\n"
"\n"
" if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {\n"
" discard;\n"
" return;\n"
" }\n"
"\n"
" vec2 pixCoord = fullSize * v_texcoord;\n"
"\n"
" if (pixCoord[0] < topLeft[0]) {\n"
" // we're close left\n"
" if (pixCoord[1] < topLeft[1]) {\n"
// top
" if (distance(topLeft, pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" } else if (pixCoord[1] > bottomRight[1]) {\n"
// bottom
" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" }\n"
" }\n"
" else if (pixCoord[0] > bottomRight[0]) {\n"
// we're close right
" if (pixCoord[1] < topLeft[1]) {\n"
// top
" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" } else if (pixCoord[1] > bottomRight[1]) {\n"
// bottom
" if (distance(bottomRight, pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" }\n"
" }\n"
"\n"
" gl_FragColor = pixColor * alpha;\n"
"}\n";
const GLchar tex_fragment_src_rgbx[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
"\n"
"uniform vec2 topLeft;\n"
"uniform vec2 bottomRight;\n"
"uniform vec2 fullSize;\n"
"uniform float radius;\n"
"\n"
"uniform int discardOpaque;\n"
"\n"
"void main() {\n"
"\n"
" if (discardOpaque == 1 && alpha == 1.0) {\n"
" discard;\n"
" return;\n"
" }\n"
"\n"
" vec2 pixCoord = fullSize * v_texcoord;\n"
"\n"
" if (pixCoord[0] < topLeft[0]) {\n"
// we're close left
" if (pixCoord[1] < topLeft[1]) {\n"
// top
" if (distance(topLeft, pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" } else if (pixCoord[1] > bottomRight[1]) {\n"
// bottom
" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" }\n"
" }\n"
" else if (pixCoord[0] > bottomRight[0]) {\n"
// we're close right
" if (pixCoord[1] < topLeft[1]) {\n"
// top
" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" } else if (pixCoord[1] > bottomRight[1]) {\n"
// bottom
" if (distance(bottomRight, pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" }\n"
" }\n"
"\n"
" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
"}\n";
const GLchar tex_fragment_src_external[] =
"#extension GL_OES_EGL_image_external : require\n\n"
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform samplerExternalOES texture0;\n"
"uniform float alpha;\n"
"\n"
"uniform vec2 topLeft;\n"
"uniform vec2 bottomRight;\n"
"uniform vec2 fullSize;\n"
"uniform float radius;\n"
"\n"
"uniform int discardOpaque;\n"
"\n"
"void main() {\n"
"\n"
" vec4 pixColor = texture2D(texture0, v_texcoord);\n"
"\n"
" if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {\n"
" discard;\n"
" return;\n"
" }\n"
"\n"
" vec2 pixCoord = fullSize * v_texcoord;\n"
"\n"
" if (pixCoord[0] < topLeft[0]) {\n"
// we're close left
" if (pixCoord[1] < topLeft[1]) {\n"
// top
" if (distance(topLeft, pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" } else if (pixCoord[1] > bottomRight[1]) {\n"
// bottom
" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" }\n"
" }\n"
" else if (pixCoord[0] > bottomRight[0]) {\n"
// we're close right
" if (pixCoord[1] < topLeft[1]) {\n"
// top
" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" } else if (pixCoord[1] > bottomRight[1]) {\n"
// bottom
" if (distance(bottomRight, pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" }\n"
" }\n"
"\n"
" gl_FragColor = pixColor * alpha;\n"
"}\n";
const GLchar frag_blur_1[] =
"precision mediump float;\n"
"varying mediump vec2 v_texcoord; // is in 0-1\n"
"uniform sampler2D tex;\n"
"\n"
"uniform float radius;\n"
"uniform vec2 halfpixel;\n"
"\n"
"void main() {\n"
" vec2 uv = v_texcoord * 2.0;\n"
"\n"
" vec4 sum = texture2D(tex, uv) * 4.0;\n"
" sum += texture2D(tex, uv - halfpixel.xy * radius);\n"
" sum += texture2D(tex, uv + halfpixel.xy * radius);\n"
" sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);\n"
" sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);\n"
" gl_FragColor = sum / 8.0;\n"
"}\n";
const GLchar frag_blur_2[] =
"precision mediump float;\n"
"varying mediump vec2 v_texcoord; // is in 0-1\n"
"uniform sampler2D tex;\n"
"\n"
"uniform float radius;\n"
"uniform vec2 halfpixel;\n"
"\n"
"void main() {\n"
" vec2 uv = v_texcoord / 2.0;\n"
"\n"
" vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);\n"
"\n"
" sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;\n"
" sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);\n"
" sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;\n"
" sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);\n"
" sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;\n"
" sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);\n"
" sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;\n"
"\n"
" gl_FragColor = sum / 12.0;\n"
"}\n";
#endif

View file

@ -17,226 +17,10 @@
#include <wlr/util/box.h>
#include "log.h"
#include "sway/desktop/fx_renderer.h"
#include "sway/desktop/shaders.h"
#include "sway/output.h"
#include "sway/server.h"
/************************
Shaders
*************************/
// Colored quads
const GLchar quad_vertex_src[] =
"uniform mat3 proj;\n"
"uniform vec4 color;\n"
"attribute vec2 pos;\n"
"attribute vec2 texcoord;\n"
"varying vec4 v_color;\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
" v_color = color;\n"
" v_texcoord = texcoord;\n"
"}\n";
const GLchar quad_fragment_src[] =
"precision mediump float;\n"
"varying vec4 v_color;\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_FragColor = v_color;\n"
"}\n";
// Textured quads
const GLchar tex_vertex_src[] =
"uniform mat3 proj;\n"
"attribute vec2 pos;\n"
"attribute vec2 texcoord;\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
" v_texcoord = texcoord;\n"
"}\n";
const GLchar tex_fragment_src_rgba[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
"\n"
"uniform vec2 topLeft;\n"
"uniform vec2 bottomRight;\n"
"uniform vec2 fullSize;\n"
"uniform float radius;\n"
"\n"
"uniform int discardOpaque;\n"
"\n"
"void main() {\n"
" vec4 pixColor = texture2D(tex, v_texcoord);\n"
"\n"
" if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {\n"
" discard;\n"
" return;\n"
" }\n"
"\n"
" vec2 pixCoord = fullSize * v_texcoord;\n"
"\n"
" if (pixCoord[0] < topLeft[0]) {\n"
" // we're close left\n"
" if (pixCoord[1] < topLeft[1]) {\n"
// top
" if (distance(topLeft, pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" } else if (pixCoord[1] > bottomRight[1]) {\n"
// bottom
" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" }\n"
" }\n"
" else if (pixCoord[0] > bottomRight[0]) {\n"
// we're close right
" if (pixCoord[1] < topLeft[1]) {\n"
// top
" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" } else if (pixCoord[1] > bottomRight[1]) {\n"
// bottom
" if (distance(bottomRight, pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" }\n"
" }\n"
"\n"
" gl_FragColor = pixColor * alpha;\n"
"}\n";
const GLchar tex_fragment_src_rgbx[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
"\n"
"uniform vec2 topLeft;\n"
"uniform vec2 bottomRight;\n"
"uniform vec2 fullSize;\n"
"uniform float radius;\n"
"\n"
"uniform int discardOpaque;\n"
"\n"
"void main() {\n"
"\n"
" if (discardOpaque == 1 && alpha == 1.0) {\n"
" discard;\n"
" return;\n"
" }\n"
"\n"
" vec2 pixCoord = fullSize * v_texcoord;\n"
"\n"
" if (pixCoord[0] < topLeft[0]) {\n"
// we're close left
" if (pixCoord[1] < topLeft[1]) {\n"
// top
" if (distance(topLeft, pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" } else if (pixCoord[1] > bottomRight[1]) {\n"
// bottom
" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" }\n"
" }\n"
" else if (pixCoord[0] > bottomRight[0]) {\n"
// we're close right
" if (pixCoord[1] < topLeft[1]) {\n"
// top
" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" } else if (pixCoord[1] > bottomRight[1]) {\n"
// bottom
" if (distance(bottomRight, pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" }\n"
" }\n"
"\n"
" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
"}\n";
const GLchar tex_fragment_src_external[] =
"#extension GL_OES_EGL_image_external : require\n\n"
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform samplerExternalOES texture0;\n"
"uniform float alpha;\n"
"\n"
"uniform vec2 topLeft;\n"
"uniform vec2 bottomRight;\n"
"uniform vec2 fullSize;\n"
"uniform float radius;\n"
"\n"
"uniform int discardOpaque;\n"
"\n"
"void main() {\n"
"\n"
" vec4 pixColor = texture2D(texture0, v_texcoord);\n"
"\n"
" if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {\n"
" discard;\n"
" return;\n"
" }\n"
"\n"
" vec2 pixCoord = fullSize * v_texcoord;\n"
"\n"
" if (pixCoord[0] < topLeft[0]) {\n"
// we're close left
" if (pixCoord[1] < topLeft[1]) {\n"
// top
" if (distance(topLeft, pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" } else if (pixCoord[1] > bottomRight[1]) {\n"
// bottom
" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" }\n"
" }\n"
" else if (pixCoord[0] > bottomRight[0]) {\n"
// we're close right
" if (pixCoord[1] < topLeft[1]) {\n"
// top
" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" } else if (pixCoord[1] > bottomRight[1]) {\n"
// bottom
" if (distance(bottomRight, pixCoord) > radius) {\n"
" discard;\n"
" return;\n"
" }\n"
" }\n"
" }\n"
"\n"
" gl_FragColor = pixColor * alpha;\n"
"}\n";
/************************
Matrix Consts