Implement custom shader for window-open

This commit is contained in:
Ivan Molodetskikh
2024-05-15 19:38:29 +04:00
parent 496cd59df9
commit 5335ef454b
12 changed files with 490 additions and 61 deletions
+37 -17
View File
@@ -537,18 +537,24 @@ impl Default for WorkspaceSwitchAnim {
} }
} }
#[derive(Debug, Clone, Copy, PartialEq)] #[derive(Debug, Clone, PartialEq)]
pub struct WindowOpenAnim(pub Animation); pub struct WindowOpenAnim {
pub anim: Animation,
pub custom_shader: Option<String>,
}
impl Default for WindowOpenAnim { impl Default for WindowOpenAnim {
fn default() -> Self { fn default() -> Self {
Self(Animation { Self {
off: false, anim: Animation {
kind: AnimationKind::Easing(EasingParams { off: false,
duration_ms: 150, kind: AnimationKind::Easing(EasingParams {
curve: AnimationCurve::EaseOutExpo, duration_ms: 150,
}), curve: AnimationCurve::EaseOutExpo,
}) }),
},
custom_shader: None,
}
} }
} }
@@ -1411,10 +1417,21 @@ where
node: &knuffel::ast::SpannedNode<S>, node: &knuffel::ast::SpannedNode<S>,
ctx: &mut knuffel::decode::Context<S>, ctx: &mut knuffel::decode::Context<S>,
) -> Result<Self, DecodeError<S>> { ) -> Result<Self, DecodeError<S>> {
let default = Self::default().0; let default = Self::default().anim;
Ok(Self(Animation::decode_node(node, ctx, default, |_, _| { let mut custom_shader = None;
Ok(false) let anim = Animation::decode_node(node, ctx, default, |child, ctx| {
})?)) if &**child.node_name == "custom-shader" {
custom_shader = parse_arg_node("custom-shader", child, ctx)?;
Ok(true)
} else {
Ok(false)
}
})?;
Ok(Self {
anim,
custom_shader,
})
} }
} }
@@ -2414,10 +2431,13 @@ mod tests {
curve: AnimationCurve::EaseOutExpo, curve: AnimationCurve::EaseOutExpo,
}), }),
}), }),
window_open: WindowOpenAnim(Animation { window_open: WindowOpenAnim {
off: true, anim: Animation {
..WindowOpenAnim::default().0 off: true,
}), ..WindowOpenAnim::default().anim
},
custom_shader: None,
},
..Default::default() ..Default::default()
}, },
environment: Environment(vec![ environment: Environment(vec![
+3
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@@ -508,6 +508,9 @@ impl Tty {
if let Some(src) = config.animations.window_close.custom_shader.as_deref() { if let Some(src) = config.animations.window_close.custom_shader.as_deref() {
shaders::set_custom_close_program(gles_renderer, Some(src)); shaders::set_custom_close_program(gles_renderer, Some(src));
} }
if let Some(src) = config.animations.window_open.custom_shader.as_deref() {
shaders::set_custom_open_program(gles_renderer, Some(src));
}
drop(config); drop(config);
niri.layout.update_shaders(); niri.layout.update_shaders();
+3
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@@ -143,6 +143,9 @@ impl Winit {
if let Some(src) = config.animations.window_close.custom_shader.as_deref() { if let Some(src) = config.animations.window_close.custom_shader.as_deref() {
shaders::set_custom_close_program(renderer, Some(src)); shaders::set_custom_close_program(renderer, Some(src));
} }
if let Some(src) = config.animations.window_open.custom_shader.as_deref() {
shaders::set_custom_open_program(renderer, Some(src));
}
drop(config); drop(config);
niri.layout.update_shaders(); niri.layout.update_shaders();
+1
View File
@@ -58,6 +58,7 @@ use crate::window::ResolvedWindowRules;
pub mod closing_window; pub mod closing_window;
pub mod focus_ring; pub mod focus_ring;
pub mod monitor; pub mod monitor;
pub mod opening_window;
pub mod tile; pub mod tile;
pub mod workspace; pub mod workspace;
+156
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@@ -0,0 +1,156 @@
use std::collections::HashMap;
use std::time::Duration;
use anyhow::Context as _;
use glam::{Mat3, Vec2};
use smithay::backend::allocator::Fourcc;
use smithay::backend::renderer::element::texture::TextureRenderElement;
use smithay::backend::renderer::element::utils::{
Relocate, RelocateRenderElement, RescaleRenderElement,
};
use smithay::backend::renderer::element::{Id, Kind, RenderElement};
use smithay::backend::renderer::gles::{GlesRenderer, Uniform};
use smithay::backend::renderer::{Renderer as _, Texture};
use smithay::utils::{Logical, Point, Rectangle, Scale, Size, Transform};
use crate::animation::Animation;
use crate::niri_render_elements;
use crate::render_helpers::primary_gpu_texture::PrimaryGpuTextureRenderElement;
use crate::render_helpers::render_to_encompassing_texture;
use crate::render_helpers::shader_element::ShaderRenderElement;
use crate::render_helpers::shaders::{mat3_uniform, ProgramType, Shaders};
#[derive(Debug)]
pub struct OpenAnimation {
anim: Animation,
random_seed: f32,
}
niri_render_elements! {
OpeningWindowRenderElement => {
Texture = RelocateRenderElement<RescaleRenderElement<PrimaryGpuTextureRenderElement>>,
Shader = ShaderRenderElement,
}
}
impl OpenAnimation {
pub fn new(anim: Animation) -> Self {
Self {
anim,
random_seed: fastrand::f32(),
}
}
pub fn advance_animations(&mut self, current_time: Duration) {
self.anim.set_current_time(current_time);
}
pub fn is_done(&self) -> bool {
self.anim.is_done()
}
// We can't depend on view_rect here, because the result of window opening can be snapshot and
// then rendered elsewhere.
pub fn render(
&self,
renderer: &mut GlesRenderer,
elements: &[impl RenderElement<GlesRenderer>],
geo_size: Size<i32, Logical>,
location: Point<i32, Logical>,
scale: Scale<f64>,
) -> anyhow::Result<OpeningWindowRenderElement> {
let progress = self.anim.value();
let clamped_progress = self.anim.clamped_value().clamp(0., 1.);
let (texture, _sync_point, geo) = render_to_encompassing_texture(
renderer,
scale,
Transform::Normal,
Fourcc::Abgr8888,
elements,
)
.context("error rendering to texture")?;
let offset = geo.loc.to_f64().to_logical(scale);
let texture_size = geo.size.to_f64().to_logical(scale);
if Shaders::get(renderer).program(ProgramType::Open).is_some() {
let mut area = Rectangle::from_loc_and_size(location.to_f64() + offset, texture_size);
// Expand the area a bit to allow for more varied effects.
let mut target_size = area.size.upscale(1.5);
target_size.w = f64::max(area.size.w + 1000., target_size.w);
target_size.h = f64::max(area.size.h + 1000., target_size.h);
let diff = target_size.to_point() - area.size.to_point();
area.loc -= diff.downscale(2.);
area.size += diff.to_size();
let area = area.to_i32_up();
let area_loc = Vec2::new(area.loc.x as f32, area.loc.y as f32);
let area_size = Vec2::new(area.size.w as f32, area.size.h as f32);
let geo_loc = Vec2::new(location.x as f32, location.y as f32);
let geo_size = Vec2::new(geo_size.w as f32, geo_size.h as f32);
let input_to_geo = Mat3::from_scale(area_size / geo_size)
* Mat3::from_translation((area_loc - geo_loc) / area_size);
let tex_scale = Vec2::new(scale.x as f32, scale.y as f32);
let tex_loc = Vec2::new(offset.x as f32, offset.y as f32);
let tex_size = Vec2::new(texture.width() as f32, texture.height() as f32) / tex_scale;
let geo_to_tex =
Mat3::from_translation(-tex_loc / tex_size) * Mat3::from_scale(geo_size / tex_size);
return Ok(ShaderRenderElement::new(
ProgramType::Open,
area.size,
None,
1.,
vec![
mat3_uniform("niri_input_to_geo", input_to_geo),
Uniform::new("niri_geo_size", geo_size.to_array()),
mat3_uniform("niri_geo_to_tex", geo_to_tex),
Uniform::new("niri_progress", progress as f32),
Uniform::new("niri_clamped_progress", clamped_progress as f32),
Uniform::new("niri_random_seed", self.random_seed),
],
HashMap::from([(String::from("niri_tex"), texture.clone())]),
Kind::Unspecified,
)
.with_location(area.loc)
.into());
}
let elem = TextureRenderElement::from_static_texture(
Id::new(),
renderer.id(),
Point::from((0., 0.)),
texture.clone(),
scale.x as i32,
Transform::Normal,
Some(clamped_progress as f32),
None,
None,
None,
Kind::Unspecified,
);
let elem = PrimaryGpuTextureRenderElement(elem);
let center = geo_size.to_point().to_f64().downscale(2.);
let elem = RescaleRenderElement::from_element(
elem,
(center - offset).to_physical_precise_round(scale),
(progress / 2. + 0.5).max(0.),
);
let elem = RelocateRenderElement::from_element(
elem,
(location.to_f64() + offset).to_physical_precise_round(scale),
Relocate::Relative,
);
Ok(elem.into())
}
}
+34 -44
View File
@@ -5,12 +5,12 @@ use std::time::Duration;
use niri_config::CornerRadius; use niri_config::CornerRadius;
use smithay::backend::allocator::Fourcc; use smithay::backend::allocator::Fourcc;
use smithay::backend::renderer::element::solid::{SolidColorBuffer, SolidColorRenderElement}; use smithay::backend::renderer::element::solid::{SolidColorBuffer, SolidColorRenderElement};
use smithay::backend::renderer::element::utils::RescaleRenderElement;
use smithay::backend::renderer::element::{Element, Kind}; use smithay::backend::renderer::element::{Element, Kind};
use smithay::backend::renderer::gles::GlesRenderer; use smithay::backend::renderer::gles::GlesRenderer;
use smithay::utils::{Logical, Point, Rectangle, Scale, Size, Transform}; use smithay::utils::{Logical, Point, Rectangle, Scale, Size, Transform};
use super::focus_ring::{FocusRing, FocusRingRenderElement}; use super::focus_ring::{FocusRing, FocusRingRenderElement};
use super::opening_window::{OpenAnimation, OpeningWindowRenderElement};
use super::{ use super::{
LayoutElement, LayoutElementRenderElement, LayoutElementRenderSnapshot, Options, LayoutElement, LayoutElementRenderElement, LayoutElementRenderSnapshot, Options,
RESIZE_ANIMATION_THRESHOLD, RESIZE_ANIMATION_THRESHOLD,
@@ -20,7 +20,6 @@ use crate::niri_render_elements;
use crate::render_helpers::border::BorderRenderElement; use crate::render_helpers::border::BorderRenderElement;
use crate::render_helpers::clipped_surface::{ClippedSurfaceRenderElement, RoundedCornerDamage}; use crate::render_helpers::clipped_surface::{ClippedSurfaceRenderElement, RoundedCornerDamage};
use crate::render_helpers::damage::ExtraDamage; use crate::render_helpers::damage::ExtraDamage;
use crate::render_helpers::offscreen::OffscreenRenderElement;
use crate::render_helpers::renderer::NiriRenderer; use crate::render_helpers::renderer::NiriRenderer;
use crate::render_helpers::resize::ResizeRenderElement; use crate::render_helpers::resize::ResizeRenderElement;
use crate::render_helpers::snapshot::RenderSnapshot; use crate::render_helpers::snapshot::RenderSnapshot;
@@ -54,7 +53,7 @@ pub struct Tile<W: LayoutElement> {
fullscreen_size: Size<i32, Logical>, fullscreen_size: Size<i32, Logical>,
/// The animation upon opening a window. /// The animation upon opening a window.
open_animation: Option<Animation>, open_animation: Option<OpenAnimation>,
/// The animation of the window resizing. /// The animation of the window resizing.
resize_animation: Option<ResizeAnimation>, resize_animation: Option<ResizeAnimation>,
@@ -80,7 +79,7 @@ niri_render_elements! {
LayoutElement = LayoutElementRenderElement<R>, LayoutElement = LayoutElementRenderElement<R>,
FocusRing = FocusRingRenderElement, FocusRing = FocusRingRenderElement,
SolidColor = SolidColorRenderElement, SolidColor = SolidColorRenderElement,
Offscreen = RescaleRenderElement<OffscreenRenderElement>, Opening = OpeningWindowRenderElement,
Resize = ResizeRenderElement, Resize = ResizeRenderElement,
Border = BorderRenderElement, Border = BorderRenderElement,
ClippedSurface = ClippedSurfaceRenderElement<R>, ClippedSurface = ClippedSurfaceRenderElement<R>,
@@ -201,9 +200,9 @@ impl<W: LayoutElement> Tile<W> {
} }
pub fn advance_animations(&mut self, current_time: Duration) { pub fn advance_animations(&mut self, current_time: Duration) {
if let Some(anim) = &mut self.open_animation { if let Some(open) = &mut self.open_animation {
anim.set_current_time(current_time); open.advance_animations(current_time);
if anim.is_done() { if open.is_done() {
self.open_animation = None; self.open_animation = None;
} }
} }
@@ -299,16 +298,12 @@ impl<W: LayoutElement> Tile<W> {
} }
pub fn start_open_animation(&mut self) { pub fn start_open_animation(&mut self) {
self.open_animation = Some(Animation::new( self.open_animation = Some(OpenAnimation::new(Animation::new(
0., 0.,
1., 1.,
0., 0.,
self.options.animations.window_open.0, self.options.animations.window_open.anim,
)); )));
}
pub fn open_animation(&self) -> &Option<Animation> {
&self.open_animation
} }
pub fn resize_animation(&self) -> Option<&Animation> { pub fn resize_animation(&self) -> Option<&Animation> {
@@ -797,39 +792,34 @@ impl<W: LayoutElement> Tile<W> {
) -> impl Iterator<Item = TileRenderElement<R>> { ) -> impl Iterator<Item = TileRenderElement<R>> {
let _span = tracy_client::span!("Tile::render"); let _span = tracy_client::span!("Tile::render");
if let Some(anim) = &self.open_animation { let mut open_anim_elem = None;
let mut window_elems = None;
if let Some(open) = &self.open_animation {
let renderer = renderer.as_gles_renderer(); let renderer = renderer.as_gles_renderer();
let elements = self.render_inner(renderer, location, scale, focus_ring, target); let elements =
self.render_inner(renderer, Point::from((0, 0)), scale, focus_ring, target);
let elements = elements.collect::<Vec<TileRenderElement<_>>>(); let elements = elements.collect::<Vec<TileRenderElement<_>>>();
match open.render(renderer, &elements, self.tile_size(), location, scale) {
let elem = OffscreenRenderElement::new( Ok(elem) => {
renderer, self.window()
scale.x as i32, .set_offscreen_element_id(Some(elem.id().clone()));
&elements, open_anim_elem = Some(elem.into());
anim.clamped_value().clamp(0., 1.) as f32, }
); Err(err) => {
self.window() warn!("error rendering window opening animation: {err:?}");
.set_offscreen_element_id(Some(elem.id().clone())); }
}
let mut center = location;
center.x += self.tile_size().w / 2;
center.y += self.tile_size().h / 2;
Some(TileRenderElement::Offscreen(
RescaleRenderElement::from_element(
elem,
center.to_physical_precise_round(scale),
(anim.value() / 2. + 0.5).max(0.),
),
))
.into_iter()
.chain(None.into_iter().flatten())
} else {
self.window().set_offscreen_element_id(None);
let elements = self.render_inner(renderer, location, scale, focus_ring, target);
None.into_iter().chain(Some(elements).into_iter().flatten())
} }
if open_anim_elem.is_none() {
self.window().set_offscreen_element_id(None);
window_elems = Some(self.render_inner(renderer, location, scale, focus_ring, target));
}
open_anim_elem
.into_iter()
.chain(window_elems.into_iter().flatten())
} }
pub fn store_unmap_snapshot_if_empty( pub fn store_unmap_snapshot_if_empty(
+10
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@@ -951,6 +951,16 @@ impl State {
shaders_changed = true; shaders_changed = true;
} }
if config.animations.window_open.custom_shader
!= old_config.animations.window_open.custom_shader
{
let src = config.animations.window_open.custom_shader.as_deref();
self.backend.with_primary_renderer(|renderer| {
shaders::set_custom_open_program(renderer, src);
});
shaders_changed = true;
}
if config.debug != old_config.debug { if config.debug != old_config.debug {
debug_config_changed = true; debug_config_changed = true;
} }
+54
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@@ -15,6 +15,7 @@ pub struct Shaders {
pub resize: Option<ShaderProgram>, pub resize: Option<ShaderProgram>,
pub custom_resize: RefCell<Option<ShaderProgram>>, pub custom_resize: RefCell<Option<ShaderProgram>>,
pub custom_close: RefCell<Option<ShaderProgram>>, pub custom_close: RefCell<Option<ShaderProgram>>,
pub custom_open: RefCell<Option<ShaderProgram>>,
} }
#[derive(Debug, Clone, Copy)] #[derive(Debug, Clone, Copy)]
@@ -22,6 +23,7 @@ pub enum ProgramType {
Border, Border,
Resize, Resize,
Close, Close,
Open,
} }
impl Shaders { impl Shaders {
@@ -75,6 +77,7 @@ impl Shaders {
resize, resize,
custom_resize: RefCell::new(None), custom_resize: RefCell::new(None),
custom_close: RefCell::new(None), custom_close: RefCell::new(None),
custom_open: RefCell::new(None),
} }
} }
@@ -105,6 +108,13 @@ impl Shaders {
self.custom_close.replace(program) self.custom_close.replace(program)
} }
pub fn replace_custom_open_program(
&self,
program: Option<ShaderProgram>,
) -> Option<ShaderProgram> {
self.custom_open.replace(program)
}
pub fn program(&self, program: ProgramType) -> Option<ShaderProgram> { pub fn program(&self, program: ProgramType) -> Option<ShaderProgram> {
match program { match program {
ProgramType::Border => self.border.clone(), ProgramType::Border => self.border.clone(),
@@ -114,6 +124,7 @@ impl Shaders {
.clone() .clone()
.or_else(|| self.resize.clone()), .or_else(|| self.resize.clone()),
ProgramType::Close => self.custom_close.borrow().clone(), ProgramType::Close => self.custom_close.borrow().clone(),
ProgramType::Open => self.custom_open.borrow().clone(),
} }
} }
} }
@@ -216,6 +227,49 @@ pub fn set_custom_close_program(renderer: &mut GlesRenderer, src: Option<&str>)
} }
} }
fn compile_open_program(
renderer: &mut GlesRenderer,
src: &str,
) -> Result<ShaderProgram, GlesError> {
let mut program = include_str!("open_prelude.frag").to_string();
program.push_str(src);
program.push_str(include_str!("open_epilogue.frag"));
ShaderProgram::compile(
renderer,
&program,
&[
UniformName::new("niri_input_to_geo", UniformType::Matrix3x3),
UniformName::new("niri_geo_size", UniformType::_2f),
UniformName::new("niri_geo_to_tex", UniformType::Matrix3x3),
UniformName::new("niri_progress", UniformType::_1f),
UniformName::new("niri_clamped_progress", UniformType::_1f),
UniformName::new("niri_random_seed", UniformType::_1f),
],
&["niri_tex"],
)
}
pub fn set_custom_open_program(renderer: &mut GlesRenderer, src: Option<&str>) {
let program = if let Some(src) = src {
match compile_open_program(renderer, src) {
Ok(program) => Some(program),
Err(err) => {
warn!("error compiling custom open shader: {err:?}");
return;
}
}
} else {
None
};
if let Some(prev) = Shaders::get(renderer).replace_custom_open_program(program) {
if let Err(err) = prev.destroy(renderer) {
warn!("error destroying previous custom open shader: {err:?}");
}
}
}
pub fn mat3_uniform(name: &str, mat: Mat3) -> Uniform { pub fn mat3_uniform(name: &str, mat: Mat3) -> Uniform {
Uniform::new( Uniform::new(
name, name,
@@ -0,0 +1,16 @@
void main() {
vec3 coords_geo = niri_input_to_geo * vec3(niri_v_coords, 1.0);
vec3 size_geo = vec3(niri_geo_size, 1.0);
vec4 color = open_color(coords_geo, size_geo);
color = color * niri_alpha;
#if defined(DEBUG_FLAGS)
if (niri_tint == 1.0)
color = vec4(0.0, 0.2, 0.0, 0.2) + color * 0.8;
#endif
gl_FragColor = color;
}
@@ -0,0 +1,21 @@
precision mediump float;
#if defined(DEBUG_FLAGS)
uniform float niri_tint;
#endif
varying vec2 niri_v_coords;
uniform vec2 niri_size;
uniform mat3 niri_input_to_geo;
uniform vec2 niri_geo_size;
uniform sampler2D niri_tex;
uniform mat3 niri_geo_to_tex;
uniform float niri_progress;
uniform float niri_clamped_progress;
uniform float niri_random_seed;
uniform float niri_alpha;
+42
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@@ -152,6 +152,48 @@ animations {
} }
``` ```
##### `custom-shader`
<sup>Since: 0.1.6, experimental</sup>
You can write a custom shader for drawing the window during an open animation.
See [this example shader](./examples/open_custom_shader.frag) for a full documentation with several animations to experiment with.
If a custom shader fails to compile, niri will print a warning and fall back to the default, or previous successfully compiled shader.
> [!WARNING]
>
> Custom shaders do not have a backwards compatibility guarantee.
> I may need to change their interface as I'm developing new features.
Example: open will fill the current geometry with a solid gradient that gradually fades in.
```
animations {
window-open {
duration-ms 250
curve "linear"
custom-shader r"
vec4 open_color(vec3 coords_geo, vec3 size_geo) {
vec4 color = vec4(0.0);
if (0.0 <= coords_geo.x && coords_geo.x <= 1.0
&& 0.0 <= coords_geo.y && coords_geo.y <= 1.0)
{
vec4 from = vec4(1.0, 0.0, 0.0, 1.0);
vec4 to = vec4(0.0, 1.0, 0.0, 1.0);
color = mix(from, to, coords_geo.y);
}
return color * niri_clamped_progress;
}
"
}
}
```
#### `window-close` #### `window-close`
<sup>Since: 0.1.5</sup> <sup>Since: 0.1.5</sup>
+113
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@@ -0,0 +1,113 @@
// Your shader must contain one function (see the bottom of this file).
//
// It should not contain any uniform definitions or anything else, as niri
// provides them for you.
//
// All symbols defined by niri will have a niri_ prefix, so don't use it for
// your own variables and functions.
// The function that you must define looks like this:
vec4 open_color(vec3 coords_geo, vec3 size_geo) {
vec4 color = /* ...compute the color... */;
return color;
}
// It takes as input:
//
// * coords_geo: coordinates of the current pixel relative to the 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 window geometry. 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.
//
// 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
// larger than the final window size to accommodate more varied effects.
//
// * size_geo: size of the window geometry in logical 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).
// Now let's go over the uniforms that niri defines.
//
// You should only rely on the uniforms documented here. Any other uniforms can
// change or be removed without notice.
// The window texture.
uniform sampler2D niri_tex;
// Matrix that converts geometry coordinates into the 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 niri_geo_to_tex;
// Unclamped progress of the animation.
//
// Goes from 0 to 1 but may overshoot and oscillate.
uniform float niri_progress;
// Clamped progress of the animation.
//
// Goes from 0 to 1, but will stop at 1 as soon as it first reaches 1. Will not
// overshoot or oscillate.
uniform float niri_clamped_progress;
// Random float in [0; 1), consistent for the duration of the animation.
uniform float niri_random_seed;
// 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 and
// gradually make opaque.
vec4 solid_gradient(vec3 coords_geo, vec3 size_geo) {
vec4 color = vec4(0.0);
// Paint only the area inside the current geometry.
if (0.0 <= coords_geo.x && coords_geo.x <= 1.0
&& 0.0 <= coords_geo.y && coords_geo.y <= 1.0)
{
vec4 from = vec4(1.0, 0.0, 0.0, 1.0);
vec4 to = vec4(0.0, 1.0, 0.0, 1.0);
color = mix(from, to, coords_geo.y);
}
// Make it opaque.
color *= niri_clamped_progress;
return color;
}
// Example: gradually scale up and make opaque, equivalent to the default
// opening animation.
vec4 default_open(vec3 coords_geo, vec3 size_geo) {
// Scale up the window.
float scale = max(0.0, (niri_progress / 2.0 + 0.5));
coords_geo = vec3((coords_geo.xy - vec2(0.5)) / scale + vec2(0.5), 1.0);
// Get color from the window texture.
vec3 coords_tex = niri_geo_to_tex * coords_geo;
vec4 color = texture2D(niri_tex, coords_tex.st);
// Make the window opaque.
color *= niri_clamped_progress;
return color;
}
// This is the function that you must define.
vec4 open_color(vec3 coords_geo, vec3 size_geo) {
// You can pick one of the example functions or write your own.
return solid_gradient(coords_geo, size_geo);
}