swayfx/sway/desktop/fx_renderer/fx_renderer.c

672 lines
21 KiB
C

/*
The original wlr_renderer was heavily referenced in making this project
https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2
*/
#include <assert.h>
#include <GLES2/gl2.h>
#include <stdlib.h>
#include <wlr/backend.h>
#include <wlr/render/egl.h>
#include <wlr/render/gles2.h>
#include <wlr/types/wlr_matrix.h>
#include <wlr/util/box.h>
#include "log.h"
#include "sway/desktop/fx_renderer/fx_renderer.h"
#include "sway/desktop/fx_renderer/matrix.h"
#include "sway/output.h"
#include "sway/server.h"
// shaders
#include "box_shadow_frag_src.h"
#include "common_vert_src.h"
#include "corner_frag_src.h"
#include "quad_frag_src.h"
#include "quad_round_frag_src.h"
#include "tex_frag_src.h"
static const GLfloat verts[] = {
1, 0, // top right
0, 0, // top left
1, 1, // bottom right
0, 1, // bottom left
};
static GLuint compile_shader(GLuint type, const GLchar *src) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &src, NULL);
glCompileShader(shader);
GLint ok;
glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
if (ok == GL_FALSE) {
sway_log(SWAY_ERROR, "Failed to compile shader");
glDeleteShader(shader);
shader = 0;
}
return shader;
}
static GLuint link_program(const GLchar *frag_src) {
const GLchar *vert_src = common_vert_src;
GLuint vert = compile_shader(GL_VERTEX_SHADER, vert_src);
if (!vert) {
goto error;
}
GLuint frag = compile_shader(GL_FRAGMENT_SHADER, frag_src);
if (!frag) {
glDeleteShader(vert);
goto error;
}
GLuint prog = glCreateProgram();
glAttachShader(prog, vert);
glAttachShader(prog, frag);
glLinkProgram(prog);
glDetachShader(prog, vert);
glDetachShader(prog, frag);
glDeleteShader(vert);
glDeleteShader(frag);
GLint ok;
glGetProgramiv(prog, GL_LINK_STATUS, &ok);
if (ok == GL_FALSE) {
sway_log(SWAY_ERROR, "Failed to link shader");
glDeleteProgram(prog);
goto error;
}
return prog;
error:
return 0;
}
static bool link_tex_program(struct fx_renderer *renderer,
struct gles2_tex_shader *shader, enum fx_tex_shader_source source) {
GLchar frag_src[2048];
snprintf(frag_src, sizeof(frag_src),
"#define SOURCE %d\n%s", source, tex_frag_src);
GLuint prog;
shader->program = prog = link_program(frag_src);
if (!shader->program) {
return false;
}
shader->proj = glGetUniformLocation(prog, "proj");
shader->tex = glGetUniformLocation(prog, "tex");
shader->alpha = glGetUniformLocation(prog, "alpha");
shader->dim = glGetUniformLocation(prog, "dim");
shader->dim_color = glGetUniformLocation(prog, "dim_color");
shader->pos_attrib = glGetAttribLocation(prog, "pos");
shader->tex_attrib = glGetAttribLocation(prog, "texcoord");
shader->size = glGetUniformLocation(prog, "size");
shader->position = glGetUniformLocation(prog, "position");
shader->radius = glGetUniformLocation(prog, "radius");
shader->saturation = glGetUniformLocation(prog, "saturation");
shader->has_titlebar = glGetUniformLocation(prog, "has_titlebar");
return true;
}
static bool link_rounded_quad_program(struct fx_renderer *renderer,
struct rounded_quad_shader *shader, enum fx_rounded_quad_shader_source source) {
GLchar quad_src[2048];
snprintf(quad_src, sizeof(quad_src),
"#define SOURCE %d\n%s", source, quad_round_frag_src);
GLuint prog;
shader->program = prog = link_program(quad_src);
if (!shader->program) {
return false;
}
shader->proj = glGetUniformLocation(prog, "proj");
shader->color = glGetUniformLocation(prog, "color");
shader->pos_attrib = glGetAttribLocation(prog, "pos");
shader->size = glGetUniformLocation(prog, "size");
shader->position = glGetUniformLocation(prog, "position");
shader->radius = glGetUniformLocation(prog, "radius");
return true;
}
static bool check_gl_ext(const char *exts, const char *ext) {
size_t extlen = strlen(ext);
const char *end = exts + strlen(exts);
while (exts < end) {
if (exts[0] == ' ') {
exts++;
continue;
}
size_t n = strcspn(exts, " ");
if (n == extlen && strncmp(ext, exts, n) == 0) {
return true;
}
exts += n;
}
return false;
}
static void load_gl_proc(void *proc_ptr, const char *name) {
void *proc = (void *)eglGetProcAddress(name);
if (proc == NULL) {
sway_log(SWAY_ERROR, "GLES2 RENDERER: eglGetProcAddress(%s) failed", name);
abort();
}
*(void **)proc_ptr = proc;
}
struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
struct fx_renderer *renderer = calloc(1, sizeof(struct fx_renderer));
if (renderer == NULL) {
return NULL;
}
// TODO: wlr_egl_make_current or eglMakeCurrent?
// TODO: assert instead of conditional statement?
if (!eglMakeCurrent(wlr_egl_get_display(egl), EGL_NO_SURFACE, EGL_NO_SURFACE,
wlr_egl_get_context(egl))) {
sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not make EGL current");
return NULL;
}
// TODO: needed?
renderer->egl = egl;
// get extensions
const char *exts_str = (const char *)glGetString(GL_EXTENSIONS);
if (exts_str == NULL) {
sway_log(SWAY_ERROR, "GLES2 RENDERER: Failed to get GL_EXTENSIONS");
return NULL;
}
sway_log(SWAY_INFO, "Creating swayfx GLES2 renderer");
sway_log(SWAY_INFO, "Using %s", glGetString(GL_VERSION));
sway_log(SWAY_INFO, "GL vendor: %s", glGetString(GL_VENDOR));
sway_log(SWAY_INFO, "GL renderer: %s", glGetString(GL_RENDERER));
sway_log(SWAY_INFO, "Supported GLES2 extensions: %s", exts_str);
// TODO: the rest of the gl checks
if (check_gl_ext(exts_str, "GL_OES_EGL_image_external")) {
renderer->exts.OES_egl_image_external = true;
load_gl_proc(&renderer->procs.glEGLImageTargetTexture2DOES,
"glEGLImageTargetTexture2DOES");
}
// init shaders
GLuint prog;
// quad fragment shader
prog = link_program(quad_frag_src);
renderer->shaders.quad.program = prog;
if (!renderer->shaders.quad.program) {
goto error;
}
renderer->shaders.quad.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.quad.color = glGetUniformLocation(prog, "color");
renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
// rounded quad fragment shaders
if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_quad,
SHADER_SOURCE_QUAD_ROUND)) {
goto error;
}
if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_tl_quad,
SHADER_SOURCE_QUAD_ROUND_TOP_LEFT)) {
goto error;
}
if (!link_rounded_quad_program(renderer, &renderer->shaders.rounded_tr_quad,
SHADER_SOURCE_QUAD_ROUND_TOP_RIGHT)) {
goto error;
}
// Border corner shader
prog = link_program(corner_frag_src);
renderer->shaders.corner.program = prog;
if (!renderer->shaders.corner.program) {
goto error;
}
renderer->shaders.corner.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.corner.color = glGetUniformLocation(prog, "color");
renderer->shaders.corner.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.corner.is_top_left = glGetUniformLocation(prog, "is_top_left");
renderer->shaders.corner.is_top_right = glGetUniformLocation(prog, "is_top_right");
renderer->shaders.corner.is_bottom_left = glGetUniformLocation(prog, "is_bottom_left");
renderer->shaders.corner.is_bottom_right = glGetUniformLocation(prog, "is_bottom_right");
renderer->shaders.corner.position = glGetUniformLocation(prog, "position");
renderer->shaders.corner.radius = glGetUniformLocation(prog, "radius");
renderer->shaders.corner.half_size = glGetUniformLocation(prog, "half_size");
renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");
// box shadow shader
prog = link_program(box_shadow_frag_src);
renderer->shaders.box_shadow.program = prog;
if (!renderer->shaders.box_shadow.program) {
goto error;
}
renderer->shaders.box_shadow.proj = glGetUniformLocation(prog, "proj");
renderer->shaders.box_shadow.color = glGetUniformLocation(prog, "color");
renderer->shaders.box_shadow.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.box_shadow.position = glGetUniformLocation(prog, "position");
renderer->shaders.box_shadow.size = glGetUniformLocation(prog, "size");
renderer->shaders.box_shadow.blur_sigma = glGetUniformLocation(prog, "blur_sigma");
renderer->shaders.box_shadow.corner_radius = glGetUniformLocation(prog, "corner_radius");
// fragment shaders
if (!link_tex_program(renderer, &renderer->shaders.tex_rgba,
SHADER_SOURCE_TEXTURE_RGBA)) {
goto error;
}
if (!link_tex_program(renderer, &renderer->shaders.tex_rgbx,
SHADER_SOURCE_TEXTURE_RGBX)) {
goto error;
}
if (!link_tex_program(renderer, &renderer->shaders.tex_ext,
SHADER_SOURCE_TEXTURE_EXTERNAL)) {
goto error;
}
if (!eglMakeCurrent(wlr_egl_get_display(renderer->egl),
EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) {
sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not unset current EGL");
goto error;
}
sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully");
return renderer;
error:
glDeleteProgram(renderer->shaders.quad.program);
glDeleteProgram(renderer->shaders.rounded_quad.program);
glDeleteProgram(renderer->shaders.rounded_tl_quad.program);
glDeleteProgram(renderer->shaders.rounded_tr_quad.program);
glDeleteProgram(renderer->shaders.corner.program);
glDeleteProgram(renderer->shaders.box_shadow.program);
glDeleteProgram(renderer->shaders.tex_rgba.program);
glDeleteProgram(renderer->shaders.tex_rgbx.program);
glDeleteProgram(renderer->shaders.tex_ext.program);
if (!eglMakeCurrent(wlr_egl_get_display(renderer->egl),
EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT)) {
sway_log(SWAY_ERROR, "GLES2 RENDERER: Could not unset current EGL");
}
// TODO: more freeing?
free(renderer);
sway_log(SWAY_ERROR, "GLES2 RENDERER: Error Initializing Shaders");
return NULL;
}
void fx_renderer_begin(struct fx_renderer *renderer, uint32_t width, uint32_t height) {
// Create and render the stencil buffer
if (renderer->stencil_buffer_id == 0) {
glGenRenderbuffers(1, &renderer->stencil_buffer_id);
}
glBindRenderbuffer(GL_RENDERBUFFER, renderer->stencil_buffer_id);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, renderer->stencil_buffer_id);
glViewport(0, 0, width, height);
// refresh projection matrix
matrix_projection(renderer->projection, width, height,
WL_OUTPUT_TRANSFORM_FLIPPED_180);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
void fx_renderer_end() {
// TODO
}
void fx_renderer_clear(const float color[static 4]) {
glClearColor(color[0], color[1], color[2], color[3]);
glClearStencil(0);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void fx_renderer_scissor(struct wlr_box *box) {
if (box) {
glScissor(box->x, box->y, box->width, box->height);
glEnable(GL_SCISSOR_TEST);
} else {
glDisable(GL_SCISSOR_TEST);
}
}
bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_texture,
const struct wlr_fbox *src_box, const struct wlr_box *dst_box, const float matrix[static 9],
struct decoration_data deco_data) {
assert(wlr_texture_is_gles2(wlr_texture));
struct wlr_gles2_texture_attribs texture_attrs;
wlr_gles2_texture_get_attribs(wlr_texture, &texture_attrs);
struct gles2_tex_shader *shader = NULL;
switch (texture_attrs.target) {
case GL_TEXTURE_2D:
if (texture_attrs.has_alpha) {
shader = &renderer->shaders.tex_rgba;
} else {
shader = &renderer->shaders.tex_rgbx;
}
break;
case GL_TEXTURE_EXTERNAL_OES:
shader = &renderer->shaders.tex_ext;
if (!renderer->exts.OES_egl_image_external) {
sway_log(SWAY_ERROR, "Failed to render texture: "
"GL_TEXTURE_EXTERNAL_OES not supported");
return false;
}
break;
default:
sway_log(SWAY_ERROR, "Aborting render");
abort();
}
float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
// OpenGL ES 2 requires the glUniformMatrix3fv transpose parameter to be set
// to GL_FALSE
wlr_matrix_transpose(gl_matrix, gl_matrix);
// if there's no opacity or rounded corners we don't need to blend
if (!texture_attrs.has_alpha && deco_data.alpha == 1.0 && !deco_data.corner_radius) {
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(texture_attrs.target, texture_attrs.tex);
glTexParameteri(texture_attrs.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glUseProgram(shader->program);
float* dim_color = deco_data.dim_color;
glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix);
glUniform1i(shader->tex, 0);
glUniform2f(shader->size, dst_box->width, dst_box->height);
glUniform2f(shader->position, dst_box->x, dst_box->y);
glUniform1f(shader->alpha, deco_data.alpha);
glUniform1f(shader->dim, deco_data.dim);
glUniform4f(shader->dim_color, dim_color[0], dim_color[1], dim_color[2], dim_color[3]);
glUniform1f(shader->has_titlebar, deco_data.has_titlebar);
glUniform1f(shader->saturation, deco_data.saturation);
glUniform1f(shader->radius, deco_data.corner_radius);
const GLfloat x1 = src_box->x / wlr_texture->width;
const GLfloat y1 = src_box->y / wlr_texture->height;
const GLfloat x2 = (src_box->x + src_box->width) / wlr_texture->width;
const GLfloat y2 = (src_box->y + src_box->height) / wlr_texture->height;
const GLfloat texcoord[] = {
x2, y1, // top right
x1, y1, // top left
x2, y2, // bottom right
x1, y2, // bottom left
};
glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
glEnableVertexAttribArray(shader->pos_attrib);
glEnableVertexAttribArray(shader->tex_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(shader->pos_attrib);
glDisableVertexAttribArray(shader->tex_attrib);
glBindTexture(texture_attrs.target, 0);
return true;
}
bool fx_render_texture_with_matrix(struct fx_renderer *renderer, struct wlr_texture *wlr_texture,
const struct wlr_box *dst_box, const float matrix[static 9],
struct decoration_data deco_data) {
struct wlr_fbox src_box = {
.x = 0,
.y = 0,
.width = wlr_texture->width,
.height = wlr_texture->height,
};
return fx_render_subtexture_with_matrix(renderer, wlr_texture, &src_box,
dst_box, matrix, deco_data);
}
void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box,
const float color[static 4], const float projection[static 9]) {
if (box->width == 0 || box->height == 0) {
return;
}
assert(box->width > 0 && box->height > 0);
float matrix[9];
wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection);
float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
// TODO: investigate why matrix is flipped prior to this cmd
// wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
wlr_matrix_transpose(gl_matrix, gl_matrix);
if (color[3] == 1.0) {
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
}
glUseProgram(renderer->shaders.quad.program);
glUniformMatrix3fv(renderer->shaders.quad.proj, 1, GL_FALSE, gl_matrix);
glUniform4f(renderer->shaders.quad.color, color[0], color[1], color[2], color[3]);
glVertexAttribPointer(renderer->shaders.quad.pos_attrib, 2, GL_FLOAT, GL_FALSE,
0, verts);
glEnableVertexAttribArray(renderer->shaders.quad.pos_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(renderer->shaders.quad.pos_attrib);
}
void fx_render_rounded_rect(struct fx_renderer *renderer, const struct wlr_box *box,
const float color[static 4], const float projection[static 9],
int radius, enum corner_location corner_location) {
if (box->width == 0 || box->height == 0) {
return;
}
assert(box->width > 0 && box->height > 0);
struct rounded_quad_shader *shader = NULL;
switch (corner_location) {
case ALL:
shader = &renderer->shaders.rounded_quad;
break;
case TOP_LEFT:
shader = &renderer->shaders.rounded_tl_quad;
break;
case TOP_RIGHT:
shader = &renderer->shaders.rounded_tr_quad;
break;
default:
sway_log(SWAY_ERROR, "Invalid Corner Location. Aborting render");
abort();
}
float matrix[9];
wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection);
float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
// TODO: investigate why matrix is flipped prior to this cmd
// wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
wlr_matrix_transpose(gl_matrix, gl_matrix);
glEnable(GL_BLEND);
glUseProgram(shader->program);
glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix);
glUniform4f(shader->color, color[0], color[1], color[2], color[3]);
// rounded corners
glUniform2f(shader->size, box->width, box->height);
glUniform2f(shader->position, box->x, box->y);
glUniform1f(shader->radius, radius);
glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE,
0, verts);
glEnableVertexAttribArray(shader->pos_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(shader->pos_attrib);
}
void fx_render_border_corner(struct fx_renderer *renderer, const struct wlr_box *box,
const float color[static 4], const float projection[static 9],
enum corner_location corner_location, int radius, int border_thickness) {
if (border_thickness == 0 || box->width == 0 || box->height == 0) {
return;
}
assert(box->width > 0 && box->height > 0);
float matrix[9];
wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection);
float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
// TODO: investigate why matrix is flipped prior to this cmd
// wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
wlr_matrix_transpose(gl_matrix, gl_matrix);
if (color[3] == 1.0 && !radius) {
glDisable(GL_BLEND);
} else {
glEnable(GL_BLEND);
}
glUseProgram(renderer->shaders.corner.program);
glUniformMatrix3fv(renderer->shaders.corner.proj, 1, GL_FALSE, gl_matrix);
glUniform4f(renderer->shaders.corner.color, color[0], color[1], color[2], color[3]);
glUniform1f(renderer->shaders.corner.is_top_left, corner_location == TOP_LEFT);
glUniform1f(renderer->shaders.corner.is_top_right, corner_location == TOP_RIGHT);
glUniform1f(renderer->shaders.corner.is_bottom_left, corner_location == BOTTOM_LEFT);
glUniform1f(renderer->shaders.corner.is_bottom_right, corner_location == BOTTOM_RIGHT);
glUniform2f(renderer->shaders.corner.position, box->x, box->y);
glUniform1f(renderer->shaders.corner.radius, radius);
glUniform2f(renderer->shaders.corner.half_size, box->width / 2.0, box->height / 2.0);
glUniform1f(renderer->shaders.corner.half_thickness, border_thickness / 2.0);
glVertexAttribPointer(renderer->shaders.corner.pos_attrib, 2, GL_FLOAT, GL_FALSE,
0, verts);
glEnableVertexAttribArray(renderer->shaders.corner.pos_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(renderer->shaders.corner.pos_attrib);
}
// TODO: alpha input arg?
void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *box,
const float color[static 4], const float projection[static 9],
int corner_radius, float blur_sigma) {
if (box->width == 0 || box->height == 0) {
return;
}
assert(box->width > 0 && box->height > 0);
float matrix[9];
wlr_matrix_project_box(matrix, box, WL_OUTPUT_TRANSFORM_NORMAL, 0, projection);
float gl_matrix[9];
wlr_matrix_multiply(gl_matrix, renderer->projection, matrix);
// TODO: investigate why matrix is flipped prior to this cmd
// wlr_matrix_multiply(gl_matrix, flip_180, gl_matrix);
wlr_matrix_transpose(gl_matrix, gl_matrix);
// Init stencil work
// NOTE: Alpha needs to be set to 1.0 to be able to discard any "empty" pixels
const float col[4] = {0.0, 0.0, 0.0, 1.0};
struct wlr_box inner_box;
memcpy(&inner_box, box, sizeof(struct wlr_box));
inner_box.x += blur_sigma;
inner_box.y += blur_sigma;
inner_box.width -= blur_sigma * 2;
inner_box.height -= blur_sigma * 2;
glEnable(GL_STENCIL_TEST);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
// Disable writing to color buffer
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
// Draw the rounded rect as a mask
fx_render_rounded_rect(renderer, &inner_box, col, projection, corner_radius, ALL);
// Close the mask
glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// Reenable writing to color buffer
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// blending will practically always be needed (unless we have a madman
// who uses opaque shadows with zero sigma), so just enable it
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glUseProgram(renderer->shaders.box_shadow.program);
glUniformMatrix3fv(renderer->shaders.box_shadow.proj, 1, GL_FALSE, gl_matrix);
glUniform4f(renderer->shaders.box_shadow.color, color[0], color[1], color[2], color[3]);
glUniform1f(renderer->shaders.box_shadow.blur_sigma, blur_sigma);
glUniform1f(renderer->shaders.box_shadow.corner_radius, corner_radius);
glUniform2f(renderer->shaders.box_shadow.size, box->width, box->height);
glUniform2f(renderer->shaders.box_shadow.position, box->x, box->y);
glVertexAttribPointer(renderer->shaders.box_shadow.pos_attrib, 2, GL_FLOAT, GL_FALSE,
0, verts);
glEnableVertexAttribArray(renderer->shaders.box_shadow.pos_attrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(renderer->shaders.box_shadow.pos_attrib);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
}