Add crossfade_or_crop_next resize shader example

This commit is contained in:
Ivan Molodetskikh
2024-05-12 09:56:11 +04:00
parent 9004c83954
commit 36a54615ca
+44
View File
@@ -159,6 +159,50 @@ vec4 stretch_or_crop_next(vec3 coords_curr_geo, vec3 size_curr_geo) {
return color;
}
// Example: cropped next texture if it's bigger than the current geometry, and
// crossfade between previous and next texture otherwise.
vec4 crossfade_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_prev_geo = niri_curr_geo_to_prev_geo * coords_curr_geo;
vec3 coords_crop = niri_geo_to_tex_next * coords_next_geo;
vec3 coords_stretch = niri_geo_to_tex_next * coords_curr_geo;
vec3 coords_stretch_prev = niri_geo_to_tex_prev * coords_curr_geo;
// We can crop if the current window size is smaller than the next window
// size. One way to tell is by comparing to 1.0 the X and Y scaling
// coefficients in the current-to-next transformation matrix.
bool can_crop_by_x = niri_curr_geo_to_next_geo[0][0] <= 1.0;
bool can_crop_by_y = niri_curr_geo_to_next_geo[1][1] <= 1.0;
bool crop = can_crop_by_x && can_crop_by_y;
vec4 color;
if (crop) {
// 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
// and usually bigger than the current geometry, so if we don't fill pixels
// outside with transparency, the texture will leak out.
//
// When crossfading, this is not an issue because the area outside will
// correspond to client-side decoration shadows, which are already supposed
// to be outside.
if (coords_curr_geo.x < 0.0 || 1.0 < coords_curr_geo.x ||
coords_curr_geo.y < 0.0 || 1.0 < coords_curr_geo.y) {
color = vec4(0.0);
} else {
color = texture2D(niri_tex_next, coords_crop.st);
}
} else {
// If we can't crop, then crossfade.
color = texture2D(niri_tex_next, coords_stretch.st);
vec4 color_prev = texture2D(niri_tex_prev, coords_stretch_prev.st);
color = mix(color_prev, color, niri_clamped_progress);
}
return color;
}
// 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.