Change custom-shader to a prelude-epilogue system

This commit is contained in:
Ivan Molodetskikh
2024-04-22 19:05:11 +04:00
parent d4bed70884
commit 1681ed16d9
9 changed files with 161 additions and 161 deletions
+70 -59
View File
@@ -1,72 +1,87 @@
#version 100
precision mediump float;
// Coordinates of the current pixel.
// Your shader must contain one function (see the bottom of this file).
//
// These range from 0 to 1 over the whole area of the shader. The location and
// the size of the area are unspecified, but niri will make it large enough to
// accomodate a crossfade.
// It should not contain any uniform definitions or anything else, as niri
// provides them for you.
//
// You very likely want to convert these coordinates to geometry coordinates
// before using them (see below).
varying vec2 v_coords;
// All symbols defined by niri will have a niri_ prefix, so don't use it for
// your own variables and functions.
// Pixel size of the whole area of the shader.
uniform vec2 size;
// The function that you must define looks like this:
vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec4 color = /* ...compute the color... */;
return color;
}
// Matrix that converts the input v_coords into coordinates inside the current
// It takes as input:
//
// * coords_curr_geo: coordinates of the current pixel relative to the current
// window geometry.
//
// These are homogeneous (the Z component is equal to 1) and scaled in such a
// way that the 0 to 1 coordinates lie within the current window geometry (in
// the middle of a resize). Pixels outside the window geometry will have
// coordinates below 0 or above 1.
//
// The window geometry is its "visible bounds" from the user's perspective.
// After applying this matrix, the 0 to 1 coordinate range will correspond to
// the current geometry (in the middle of a resize), and pixels outside the
// geometry will have coordinates below 0 or above 1.
uniform mat3 input_to_curr_geo;
//
// The shader runs over an area of unspecified size and location, so you must
// expect and handle coordinates outside the [0, 1] range. The area will be
// large enough to accomodate a crossfade effect.
//
// * size_curr_geo: size of the current window geometry in physical pixels.
//
// It is homogeneous (the Z component is equal to 1).
//
// The function must return the color of the pixel (with premultiplied alpha).
// The pixel color will be further processed by niri (for example, to apply the
// final opacity from window rules).
// Matrix that converts the input v_coords into coordinates inside the previous
// (before resize) window geometry.
uniform mat3 input_to_prev_geo;
// Matrix that converts the input v_coords into coordinates inside the next
// (after resize) window geometry.
uniform mat3 input_to_next_geo;
// Now let's go over the uniforms that niri defines.
// Previous (before resize) window texture.
uniform sampler2D tex_prev;
uniform sampler2D niri_tex_prev;
// Matrix that converts geometry coordinates into the previous window texture
// coordinates.
//
// The window texture can and will go outside the geometry (for client-side
// decoration shadows for example), which is why this matrix is necessary.
uniform mat3 geo_to_tex_prev;
uniform mat3 niri_geo_to_tex_prev;
// Next (after resize) window texture.
uniform sampler2D tex_next;
uniform sampler2D niri_tex_next;
// Matrix that converts geometry coordinates into the next window texture
// coordinates.
uniform mat3 geo_to_tex_next;
uniform mat3 niri_geo_to_tex_next;
// Matrix that converts coords_curr_geo into coordinates inside the previous
// (before resize) window geometry.
uniform mat3 niri_curr_geo_to_prev_geo;
// Matrix that converts coords_curr_geo into coordinates inside the next
// (after resize) window geometry.
uniform mat3 niri_curr_geo_to_next_geo;
// Unclamped progress of the resize.
//
// Goes from 0 to 1 but may overshoot and oscillate.
uniform float progress;
uniform float niri_progress;
// Clamped progress of the resize.
//
// Goes from 0 to 1, but will stop at 1 as soon as it first reaches 1. Will not
// overshoot or oscillate.
uniform float clamped_progress;
uniform float niri_clamped_progress;
// Additional opacity to apply to the final color.
uniform float alpha;
// Now let's look at some examples. You can copy everything below this line
// into your custom-shader to experiment.
// Example: fill the current geometry with a solid vertical gradient.
vec4 solid_gradient() {
vec3 coords = input_to_curr_geo * vec3(v_coords, 1.0);
vec4 solid_gradient(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec3 coords = coords_curr_geo;
vec4 color = vec4(0.0);
// Paint only the area inside the current geometry.
@@ -83,35 +98,33 @@ vec4 solid_gradient() {
// Example: crossfade between previous and next texture, stretched to the
// current geometry.
vec4 crossfade() {
vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0);
vec4 crossfade(vec3 coords_curr_geo, vec3 size_curr_geo) {
// Convert coordinates into the texture space for sampling.
vec3 coords_tex_prev = niri_geo_to_tex_prev * coords_curr_geo;
vec4 color_prev = texture2D(niri_tex_prev, coords_tex_prev.st);
vec3 coords_tex_prev = geo_to_tex_prev * coords_curr_geo;
vec4 color_prev = texture2D(tex_prev, vec2(coords_tex_prev));
// Convert coordinates into the texture space for sampling.
vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo;
vec4 color_next = texture2D(niri_tex_next, coords_tex_next.st);
vec3 coords_tex_next = geo_to_tex_next * coords_curr_geo;
vec4 color_next = texture2D(tex_next, vec2(coords_tex_next));
vec4 color = mix(color_prev, color_next, clamped_progress);
vec4 color = mix(color_prev, color_next, niri_clamped_progress);
return color;
}
// Example: next texture, stretched to the current geometry.
vec4 stretch_next() {
vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0);
vec3 coords_tex_next = geo_to_tex_next * coords_curr_geo;
vec4 color = texture2D(tex_next, vec2(coords_tex_next));
vec4 stretch_next(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo;
vec4 color = texture2D(niri_tex_next, coords_tex_next.st);
return color;
}
// Example: next texture, stretched to the current geometry if smaller, and
// cropped if bigger.
vec4 stretch_or_crop_next() {
vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0);
vec3 coords_next_geo = input_to_next_geo * vec3(v_coords, 1.0);
vec4 stretch_or_crop_next(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec3 coords_next_geo = niri_curr_geo_to_next_geo * coords_curr_geo;
vec3 coords_stretch = geo_to_tex_next * coords_curr_geo;
vec3 coords_crop = geo_to_tex_next * coords_next_geo;
vec3 coords_stretch = niri_geo_to_tex_next * coords_curr_geo;
vec3 coords_crop = niri_geo_to_tex_next * coords_next_geo;
// If the crop coord is smaller than the stretch coord, then the next
// texture size is bigger than the current geometry, which means that we
@@ -122,7 +135,7 @@ vec4 stretch_or_crop_next() {
if (coords_crop.y < coords_stretch.y)
coords.y = coords_crop.y;
vec4 color = texture2D(tex_next, vec2(coords));
vec4 color = texture2D(niri_tex_next, coords.st);
// However, when we crop, we also want to crop out anything outside the
// current geometry. This is because the area of the shader is unspecified
@@ -142,11 +155,9 @@ vec4 stretch_or_crop_next() {
return color;
}
// The main entry point of the shader.
void main() {
// This is the function that you must define.
vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) {
// You can pick one of the example functions or write your own.
vec4 color = stretch_or_crop_next();
gl_FragColor = color * alpha;
return stretch_or_crop_next(coords_curr_geo, size_curr_geo);
}