90a80e7041
Co-authored-by: Erik Reider <35975961+ErikReider@users.noreply.github.com>
163 lines
4.7 KiB
C
163 lines
4.7 KiB
C
#ifndef _SWAY_SHADERS_H
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#define _SWAY_SHADERS_H
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#include <GLES2/gl2.h>
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// Colored quads
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const GLchar quad_vertex_src[] =
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"uniform mat3 proj;\n"
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"uniform vec4 color;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" v_color = color;\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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const GLchar quad_fragment_src[] =
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"precision mediump float;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = v_color;\n"
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"}\n";
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// Textured quads
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const GLchar tex_vertex_src[] =
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"uniform mat3 proj;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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const GLchar tex_fragment_src_rgba[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"\n"
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"uniform float width;\n"
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"uniform float height;\n"
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"uniform vec2 position;\n"
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"uniform float radius;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n"
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" vec2 corner_distance = min(gl_FragCoord.xy - position, position + vec2(width, height) - gl_FragCoord.xy);\n"
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" if (max(corner_distance.x, corner_distance.y) < radius) {\n"
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" float d = radius - distance(corner_distance, vec2(radius, radius));\n"
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" float smooth = smoothstep(-1.0f, 0.5f, d);\n"
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" gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n"
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" }\n"
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"}\n";
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const GLchar tex_fragment_src_rgbx[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"\n"
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"uniform float width;\n"
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"uniform float height;\n"
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"uniform vec2 position;\n"
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"uniform float radius;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
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" vec2 corner_distance = min(gl_FragCoord.xy - position, position + vec2(width, height) - gl_FragCoord.xy);\n"
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" if (max(corner_distance.x, corner_distance.y) < radius) {\n"
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" float d = radius - distance(corner_distance, vec2(radius, radius));\n"
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" float smooth = smoothstep(-1.0f, 0.5f, d);\n"
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" gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n"
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" }\n"
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"}\n";
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const GLchar tex_fragment_src_external[] =
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"#extension GL_OES_EGL_image_external : require\n\n"
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform samplerExternalOES texture0;\n"
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"uniform float alpha;\n"
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"\n"
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"uniform float width;\n"
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"uniform float height;\n"
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"uniform vec2 position;\n"
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"uniform float radius;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n"
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" vec2 corner_distance = min(gl_FragCoord.xy - position, position + vec2(width, height) - gl_FragCoord.xy);\n"
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" if (max(corner_distance.x, corner_distance.y) < radius) {\n"
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" float d = radius - distance(corner_distance, vec2(radius, radius));\n"
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" float smooth = smoothstep(-1.0f, 0.5f, d);\n"
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" gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n"
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" }\n"
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"}\n";
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const GLchar corner_fragment_src[] =
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"precision mediump float;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"uniform bool is_top_left;\n"
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"uniform bool is_top_right;\n"
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"uniform bool is_bottom_left;\n"
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"uniform bool is_bottom_right;\n"
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"\n"
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"uniform float width;\n"
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"uniform float height;\n"
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"uniform vec2 position;\n"
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"uniform float radius;\n"
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"uniform float thickness;\n"
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"\n"
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"float roundedBoxSDF(vec2 center, vec2 size, float radius) {\n"
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" return length(max(abs(center) - size + radius, 0.0)) - radius;\n"
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"}\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = v_color;\n"
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" vec2 size = vec2(width, height);\n"
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" vec2 pos = vec2(position.x - (width + thickness) * 0.5, position.y -\n"
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" (width + thickness) * 0.5);\n"
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" vec2 rel_pos = gl_FragCoord.xy - pos - size - thickness * 0.5;\n"
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"\n"
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" float distance = roundedBoxSDF(\n"
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" rel_pos,\n" // Center
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" (size - thickness) * 0.5,\n" // Size
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" radius + thickness * 0.5\n" // Radius
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" );\n"
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"\n"
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" float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - thickness * 0.5);\n"
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// Creates a inner circle that isn't as anti-aliased as the outer ring
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" float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + thickness * 0.5);\n"
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" gl_FragColor = mix(vec4(0), gl_FragColor, smoothedAlphaOuter - smoothedAlphaInner);\n"
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"\n"
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// top left
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" if (is_top_left && (rel_pos.y > 0.0 || rel_pos.x > 0.0)) {\n"
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" discard;\n"
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" }\n"
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// top right
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" else if (is_top_right && (rel_pos.y > 0.0 || rel_pos.x < 0.0)) {\n"
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" discard;\n"
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" }\n"
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// bottom left
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" else if (is_bottom_left && (rel_pos.y < 0.0 || rel_pos.x > 0.0)) {\n"
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" discard;\n"
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" }\n"
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// bottom right
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" else if (is_bottom_right && (rel_pos.y < 0.0 || rel_pos.x < 0.0)) {\n"
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" discard;\n"
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" }\n"
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"}\n";
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#endif
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