style: cleaned up some frag shaders

This commit is contained in:
Will McKinnon 2022-10-26 02:48:49 -04:00
parent ed130cdacc
commit eddbde479c
3 changed files with 14 additions and 19 deletions

View file

@ -13,8 +13,7 @@ struct gles2_tex_shader {
GLint alpha; GLint alpha;
GLint pos_attrib; GLint pos_attrib;
GLint tex_attrib; GLint tex_attrib;
GLint width; GLint size;
GLint height;
GLint position; GLint position;
GLint radius; GLint radius;
}; };

View file

@ -45,16 +45,15 @@ const GLchar tex_fragment_src_rgba[] =
"uniform sampler2D tex;\n" "uniform sampler2D tex;\n"
"uniform float alpha;\n" "uniform float alpha;\n"
"\n" "\n"
"uniform float width;\n" "uniform vec2 size;\n"
"uniform float height;\n"
"uniform vec2 position;\n" "uniform vec2 position;\n"
"uniform float radius;\n" "uniform float radius;\n"
"\n" "\n"
"void main() {\n" "void main() {\n"
" gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n" " gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n"
" vec2 corner_distance = min(gl_FragCoord.xy - position, position + vec2(width, height) - gl_FragCoord.xy);\n" " vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy);\n"
" if (max(corner_distance.x, corner_distance.y) < radius) {\n" " if (max(corner_distance.x, corner_distance.y) < radius) {\n"
" float d = radius - distance(corner_distance, vec2(radius, radius));\n" " float d = radius - distance(corner_distance, vec2(radius));\n"
" float smooth = smoothstep(-1.0f, 0.5f, d);\n" " float smooth = smoothstep(-1.0f, 0.5f, d);\n"
" gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n" " gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n"
" }\n" " }\n"
@ -66,38 +65,37 @@ const GLchar tex_fragment_src_rgbx[] =
"uniform sampler2D tex;\n" "uniform sampler2D tex;\n"
"uniform float alpha;\n" "uniform float alpha;\n"
"\n" "\n"
"uniform float width;\n" "uniform vec2 size;\n"
"uniform float height;\n"
"uniform vec2 position;\n" "uniform vec2 position;\n"
"uniform float radius;\n" "uniform float radius;\n"
"\n" "\n"
"void main() {\n" "void main() {\n"
" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n" " gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
" vec2 corner_distance = min(gl_FragCoord.xy - position, position + vec2(width, height) - gl_FragCoord.xy);\n" " vec2 corner_distance = min(gl_FragCoord.xy - position, position + size - gl_FragCoord.xy);\n"
" if (max(corner_distance.x, corner_distance.y) < radius) {\n" " if (max(corner_distance.x, corner_distance.y) < radius) {\n"
" float d = radius - distance(corner_distance, vec2(radius, radius));\n" " float d = radius - distance(corner_distance, vec2(radius));\n"
" float smooth = smoothstep(-1.0f, 0.5f, d);\n" " float smooth = smoothstep(-1.0f, 0.5f, d);\n"
" gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n" " gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n"
" }\n" " }\n"
"}\n"; "}\n";
const GLchar tex_fragment_src_external[] = const GLchar tex_fragment_src_external[] =
"#extension GL_OES_EGL_image_external : require\n\n" "#extension GL_OES_EGL_image_external : require\n"
"\n"
"precision mediump float;\n" "precision mediump float;\n"
"varying vec2 v_texcoord;\n" "varying vec2 v_texcoord;\n"
"uniform samplerExternalOES texture0;\n" "uniform samplerExternalOES texture0;\n"
"uniform float alpha;\n" "uniform float alpha;\n"
"\n" "\n"
"uniform float width;\n" "uniform vec2 size;\n"
"uniform float height;\n"
"uniform vec2 position;\n" "uniform vec2 position;\n"
"uniform float radius;\n" "uniform float radius;\n"
"\n" "\n"
"void main() {\n" "void main() {\n"
" gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n" " gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n"
" vec2 corner_distance = min(gl_FragCoord.xy - position, position + vec2(width, height) - gl_FragCoord.xy);\n" " vec2 corner_distance = min(gl_FragCoord.xy - position, position + size - gl_FragCoord.xy);\n"
" if (max(corner_distance.x, corner_distance.y) < radius) {\n" " if (max(corner_distance.x, corner_distance.y) < radius) {\n"
" float d = radius - distance(corner_distance, vec2(radius, radius));\n" " float d = radius - distance(corner_distance, vec2(radius));\n"
" float smooth = smoothstep(-1.0f, 0.5f, d);\n" " float smooth = smoothstep(-1.0f, 0.5f, d);\n"
" gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n" " gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n"
" }\n" " }\n"

View file

@ -86,8 +86,7 @@ bool init_frag_shader(struct gles2_tex_shader *shader, GLuint prog) {
shader->alpha = glGetUniformLocation(prog, "alpha"); shader->alpha = glGetUniformLocation(prog, "alpha");
shader->pos_attrib = glGetAttribLocation(prog, "pos"); shader->pos_attrib = glGetAttribLocation(prog, "pos");
shader->tex_attrib = glGetAttribLocation(prog, "texcoord"); shader->tex_attrib = glGetAttribLocation(prog, "texcoord");
shader->width = glGetUniformLocation(prog, "width"); shader->size = glGetUniformLocation(prog, "size");
shader->height = glGetUniformLocation(prog, "height");
shader->position = glGetUniformLocation(prog, "position"); shader->position = glGetUniformLocation(prog, "position");
shader->radius = glGetUniformLocation(prog, "radius"); shader->radius = glGetUniformLocation(prog, "radius");
return true; return true;
@ -277,8 +276,7 @@ bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct wlr_t
glUniform1f(shader->alpha, alpha); glUniform1f(shader->alpha, alpha);
// rounded corners // rounded corners
glUniform1f(shader->width, dst_box->width); glUniform2f(shader->size, dst_box->width, dst_box->height);
glUniform1f(shader->height, dst_box->height);
glUniform2f(shader->position, dst_box->x, dst_box->y); glUniform2f(shader->position, dst_box->x, dst_box->y);
glUniform1f(shader->radius, radius); glUniform1f(shader->radius, radius);