64 lines
1.8 KiB
GLSL
64 lines
1.8 KiB
GLSL
/* enum wlr_gles2_shader_source */
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#define SOURCE_TEXTURE_RGBA 1
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#define SOURCE_TEXTURE_RGBX 2
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#define SOURCE_TEXTURE_EXTERNAL 3
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#if !defined(SOURCE)
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#error "Missing shader preamble"
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#endif
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#if SOURCE == SOURCE_TEXTURE_EXTERNAL
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#extension GL_OES_EGL_image_external : require
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#endif
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precision mediump float;
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varying vec2 v_texcoord;
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#if SOURCE == SOURCE_TEXTURE_EXTERNAL
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uniform samplerExternalOES tex;
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#elif SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_RGBX
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uniform sampler2D tex;
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#endif
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uniform float alpha;
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uniform float dim;
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uniform vec4 dim_color;
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uniform vec2 size;
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uniform vec2 position;
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uniform float radius;
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uniform bool has_titlebar;
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uniform float saturation;
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const vec3 saturation_weight = vec3(0.2125, 0.7154, 0.0721);
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vec4 sample_texture() {
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#if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL
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return texture2D(tex, v_texcoord);
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#elif SOURCE == SOURCE_TEXTURE_RGBX
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return vec4(texture2D(tex, v_texcoord).rgb, 1.0);
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#endif
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}
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void main() {
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vec4 color = sample_texture();
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// Saturation
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if (saturation != 1.0) {
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vec4 pixColor = texture2D(tex, v_texcoord);
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vec3 irgb = pixColor.rgb;
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vec3 target = vec3(dot(irgb, saturation_weight));
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color = vec4(mix(target, irgb, saturation), pixColor.a);
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}
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// Dimming
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gl_FragColor = mix(color, dim_color, dim) * alpha;
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if (!has_titlebar || gl_FragCoord.y - position.y > radius) {
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vec2 corner_distance = min(gl_FragCoord.xy - position, size + position - gl_FragCoord.xy);
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if (max(corner_distance.x, corner_distance.y) < radius) {
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float d = radius - distance(corner_distance, vec2(radius));
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float smooth = smoothstep(-1.0f, 0.5f, d);
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gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
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}
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}
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}
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