style: cleaned up fx_renderer.c

This commit is contained in:
Will McKinnon 2023-03-20 12:30:40 -04:00
parent 474bfb460a
commit 7d5d7a3022
4 changed files with 39 additions and 77 deletions

View file

@ -1,9 +1,8 @@
// The original wlr_renderer was heavily referenced in making this project
// https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2
/*
The original wlr_renderer was heavily referenced in making this project
https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2
*/
// TODO: add push / pop_gles2_debug(renderer)?
#define _POSIX_C_SOURCE 200809L
#include <assert.h>
#include <GLES2/gl2.h>
#include <stdlib.h>
@ -18,15 +17,14 @@
#include "sway/server.h"
// shaders
#include "box_shadow_frag_src.h"
#include "common_vert_src.h"
#include "corner_frag_src.h"
#include "quad_frag_src.h"
#include "quad_round_frag_src.h"
#include "quad_round_tl_frag_src.h"
#include "quad_round_tr_frag_src.h"
#include "corner_frag_src.h"
#include "box_shadow_frag_src.h"
//#include "tex_frag_src.h"
#include "tex_decorated_frag_src.h"
#include "tex_frag_src.h"
static const GLfloat verts[] = {
1, 0, // top right
@ -166,7 +164,7 @@ error:
static bool link_tex_program(struct fx_renderer *renderer,
struct gles2_tex_shader *shader, enum fx_gles2_shader_source source) {
GLuint prog;
const GLchar *frag_src = tex_decorated_frag_src;
const GLchar *frag_src = tex_frag_src;
shader->program = prog = link_program(frag_src, source);
if (!shader->program) {

View file

@ -1,14 +1,14 @@
embed = find_program('./embed.sh', native: true)
shaders = [
'box_shadow.frag',
'common.vert',
'corner.frag',
'quad.frag',
'quad_round.frag',
'quad_round_tl.frag',
'quad_round_tr.frag',
'corner.frag',
'box_shadow.frag',
'tex_decorated.frag',
'tex.frag',
]
foreach name : shaders

View file

@ -22,6 +22,15 @@ uniform sampler2D tex;
#endif
uniform float alpha;
uniform float dim;
uniform vec4 dim_color;
uniform vec2 size;
uniform vec2 position;
uniform float radius;
uniform bool has_titlebar;
uniform float saturation;
const vec3 saturation_weight = vec3(0.2125, 0.7154, 0.0721);
vec4 sample_texture() {
#if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL
@ -32,5 +41,23 @@ vec4 sample_texture() {
}
void main() {
gl_FragColor = sample_texture() * alpha;
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(-1.0f, 0.5f, d);
gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
}
}
}

View file

@ -1,63 +0,0 @@
/* enum wlr_gles2_shader_source */
#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;
uniform float dim;
uniform vec4 dim_color;
uniform vec2 size;
uniform vec2 position;
uniform float radius;
uniform bool has_titlebar;
uniform float saturation;
const vec3 saturation_weight = vec3(0.2125, 0.7154, 0.0721);
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() {
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(-1.0f, 0.5f, d);
gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
}
}
}