#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 float saturation; uniform bool has_titlebar; uniform bool discard_transparent; 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(-1.0, 0.5, d); gl_FragColor = mix(vec4(0), gl_FragColor, smooth); } } if (discard_transparent && gl_FragColor.a == 0.0) { discard; } }