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