diff --git a/sway/desktop/fx_renderer.c b/sway/desktop/fx_renderer.c index 7ad209d79..80ede4d36 100644 --- a/sway/desktop/fx_renderer.c +++ b/sway/desktop/fx_renderer.c @@ -1,9 +1,8 @@ -// The original wlr_renderer was heavily referenced in making this project -// https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2 +/* + The original wlr_renderer was heavily referenced in making this project + https://gitlab.freedesktop.org/wlroots/wlroots/-/tree/master/render/gles2 +*/ -// TODO: add push / pop_gles2_debug(renderer)? - -#define _POSIX_C_SOURCE 200809L #include #include #include @@ -18,15 +17,14 @@ #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 "quad_round_tl_frag_src.h" #include "quad_round_tr_frag_src.h" -#include "corner_frag_src.h" -#include "box_shadow_frag_src.h" -//#include "tex_frag_src.h" -#include "tex_decorated_frag_src.h" +#include "tex_frag_src.h" static const GLfloat verts[] = { 1, 0, // top right @@ -166,7 +164,7 @@ static GLuint link_program(const GLchar *frag_src, enum fx_gles2_shader_source s static bool link_tex_program(struct fx_renderer *renderer, struct gles2_tex_shader *shader, enum fx_gles2_shader_source source) { GLuint prog; - const GLchar *frag_src = tex_decorated_frag_src; + const GLchar *frag_src = tex_frag_src; shader->program = prog = link_program(frag_src, source); if (!shader->program) { diff --git a/sway/desktop/shaders/meson.build b/sway/desktop/shaders/meson.build index ff5e04b2c..14014c7da 100644 --- a/sway/desktop/shaders/meson.build +++ b/sway/desktop/shaders/meson.build @@ -1,14 +1,14 @@ embed = find_program('./embed.sh', native: true) shaders = [ + 'box_shadow.frag', 'common.vert', + 'corner.frag', 'quad.frag', 'quad_round.frag', 'quad_round_tl.frag', 'quad_round_tr.frag', - 'corner.frag', - 'box_shadow.frag', - 'tex_decorated.frag', + 'tex.frag', ] foreach name : shaders diff --git a/sway/desktop/shaders/tex.frag b/sway/desktop/shaders/tex.frag index 3f5291378..40320f9b3 100644 --- a/sway/desktop/shaders/tex.frag +++ b/sway/desktop/shaders/tex.frag @@ -22,6 +22,15 @@ uniform sampler2D tex; #endif uniform float alpha; +uniform float dim; +uniform vec4 dim_color; +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); vec4 sample_texture() { #if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL @@ -32,5 +41,23 @@ vec4 sample_texture() { } void main() { - gl_FragColor = sample_texture() * alpha; + vec4 color = sample_texture(); + // Saturation + if (saturation != 1.0) { + vec4 pixColor = texture2D(tex, v_texcoord); + vec3 irgb = pixColor.rgb; + vec3 target = vec3(dot(irgb, saturation_weight)); + color = vec4(mix(target, irgb, saturation), pixColor.a); + } + // Dimming + gl_FragColor = mix(color, dim_color, dim) * 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); + } + } } diff --git a/sway/desktop/shaders/tex_decorated.frag b/sway/desktop/shaders/tex_decorated.frag deleted file mode 100644 index 40320f9b3..000000000 --- a/sway/desktop/shaders/tex_decorated.frag +++ /dev/null @@ -1,63 +0,0 @@ -/* enum wlr_gles2_shader_source */ -#define SOURCE_TEXTURE_RGBA 1 -#define SOURCE_TEXTURE_RGBX 2 -#define SOURCE_TEXTURE_EXTERNAL 3 - -#if !defined(SOURCE) -#error "Missing shader preamble" -#endif - -#if SOURCE == SOURCE_TEXTURE_EXTERNAL -#extension GL_OES_EGL_image_external : require -#endif - -precision mediump float; - -varying vec2 v_texcoord; - -#if SOURCE == SOURCE_TEXTURE_EXTERNAL -uniform samplerExternalOES tex; -#elif SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_RGBX -uniform sampler2D tex; -#endif - -uniform float alpha; -uniform float dim; -uniform vec4 dim_color; -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); - -vec4 sample_texture() { -#if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL - return texture2D(tex, v_texcoord); -#elif SOURCE == SOURCE_TEXTURE_RGBX - return vec4(texture2D(tex, v_texcoord).rgb, 1.0); -#endif -} - -void main() { - vec4 color = sample_texture(); - // Saturation - if (saturation != 1.0) { - vec4 pixColor = texture2D(tex, v_texcoord); - vec3 irgb = pixColor.rgb; - vec3 target = vec3(dot(irgb, saturation_weight)); - color = vec4(mix(target, irgb, saturation), pixColor.a); - } - // Dimming - gl_FragColor = mix(color, dim_color, dim) * 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); - } - } -}