#ifndef _SWAY_SHADERS_H #define _SWAY_SHADERS_H #include // 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 float width;\n" "uniform float height;\n" "uniform vec2 position;\n" "uniform float radius;\n" "\n" "void main() {\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" " if (max(corner_distance.x, corner_distance.y) < radius) {\n" " float d = radius - distance(corner_distance, vec2(radius, radius));\n" " float smooth = smoothstep(-1.0f, 0.5f, d);\n" " gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n" " }\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 float width;\n" "uniform float height;\n" "uniform vec2 position;\n" "uniform float radius;\n" "\n" "void main() {\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" " if (max(corner_distance.x, corner_distance.y) < radius) {\n" " float d = radius - distance(corner_distance, vec2(radius, radius));\n" " float smooth = smoothstep(-1.0f, 0.5f, d);\n" " gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n" " }\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 float width;\n" "uniform float height;\n" "uniform vec2 position;\n" "uniform float radius;\n" "\n" "void main() {\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" " if (max(corner_distance.x, corner_distance.y) < radius) {\n" " float d = radius - distance(corner_distance, vec2(radius, radius));\n" " float smooth = smoothstep(-1.0f, 0.5f, d);\n" " gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n" " }\n" "}\n"; const GLchar corner_fragment_src[] = "precision mediump float;\n" "varying vec4 v_color;\n" "varying vec2 v_texcoord;\n" "\n" "uniform bool is_top_left;\n" "uniform bool is_top_right;\n" "uniform bool is_bottom_left;\n" "uniform bool is_bottom_right;\n" "\n" "uniform float width;\n" "uniform float height;\n" "uniform vec2 position;\n" "uniform float radius;\n" "uniform float thickness;\n" "\n" "float roundedBoxSDF(vec2 center, vec2 size, float radius) {\n" " return length(max(abs(center) - size + radius, 0.0)) - radius;\n" "}\n" "\n" "void main() {\n" " gl_FragColor = v_color;\n" " vec2 size = vec2(width, height);\n" " vec2 pos = vec2(position.x - (width + thickness) * 0.5, position.y -\n" " (width + thickness) * 0.5);\n" " vec2 rel_pos = gl_FragCoord.xy - pos - size - thickness * 0.5;\n" "\n" " float distance = roundedBoxSDF(\n" " rel_pos,\n" // Center " (size - thickness) * 0.5,\n" // Size " radius + thickness * 0.5\n" // Radius " );\n" "\n" " float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - thickness * 0.5);\n" // Creates a inner circle that isn't as anti-aliased as the outer ring " float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + thickness * 0.5);\n" " gl_FragColor = mix(vec4(0), gl_FragColor, smoothedAlphaOuter - smoothedAlphaInner);\n" "\n" // top left " if (is_top_left && (rel_pos.y > 0.0 || rel_pos.x > 0.0)) {\n" " discard;\n" " }\n" // top right " else if (is_top_right && (rel_pos.y > 0.0 || rel_pos.x < 0.0)) {\n" " discard;\n" " }\n" // bottom left " else if (is_bottom_left && (rel_pos.y < 0.0 || rel_pos.x > 0.0)) {\n" " discard;\n" " }\n" // bottom right " else if (is_bottom_right && (rel_pos.y < 0.0 || rel_pos.x < 0.0)) {\n" " discard;\n" " }\n" "}\n"; #endif