1881b01d3f
* Initial implementation without fullscreen support * Limit saturation to 2 * Fixed saturation not working for fullscreen applications like CSGO * Fixed saturation ignoring border radius * Updated README and sway.5 man page * Rebased from Master * Added command to README * Fixed nitpicks
35 lines
1.1 KiB
GLSL
35 lines
1.1 KiB
GLSL
#extension GL_OES_EGL_image_external : require
|
|
|
|
precision mediump float;
|
|
varying vec2 v_texcoord;
|
|
uniform samplerExternalOES texture0;
|
|
uniform float alpha;
|
|
|
|
uniform vec2 size;
|
|
uniform vec2 position;
|
|
uniform float radius;
|
|
uniform bool has_titlebar;
|
|
uniform float saturation;
|
|
const vec3 saturation_weight = vec3(0.2125, 0.7154, 0.0721);
|
|
|
|
void main() {
|
|
// Saturation
|
|
if (saturation != 1.0) {
|
|
vec4 pixColor = texture2D(texture0, v_texcoord);
|
|
vec3 irgb = pixColor.rgb;
|
|
vec3 target = vec3(dot(irgb, saturation_weight));
|
|
gl_FragColor = vec4(mix(target, irgb, saturation), pixColor.a) * alpha;
|
|
} else {
|
|
gl_FragColor = texture2D(texture0, v_texcoord) * 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(-1.0f, 0.5f, d);
|
|
gl_FragColor = mix(vec4(0), gl_FragColor, smooth);
|
|
}
|
|
}
|
|
}
|