style: cleaned up fx_renderer.c
This commit is contained in:
parent
474bfb460a
commit
7d5d7a3022
|
@ -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) {
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue