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github wiki replacement / mkdocs-docs (#2147)
* Add wiki based on mkdocs * wording fixes * fix github bg color on narrow * Fix left sidebar section headers being bigger than pages * fix hover accent * fix list rendering on fractional layout * fix videos * fix automatic full links * remove redundant commented css * improve dark mode contrast * update pygments for better child node coloring * update logo * remove blank lines * add systemd language hint --------- Co-authored-by: Ivan Molodetskikh <yalterz@gmail.com>
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// Your shader must contain one function (see the bottom of this file).
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//
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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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// 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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// The function that you must define looks like this:
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vec4 open_color(vec3 coords_geo, vec3 size_geo) {
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vec4 color = /* ...compute the color... */;
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return color;
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}
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// It takes as input:
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//
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// * coords_geo: coordinates of the current pixel relative to the window
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// 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 window geometry. Pixels
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// outside the window geometry will have 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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//
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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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// larger than the final window size to accommodate more varied effects.
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//
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// * size_geo: size of the window geometry in logical 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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// Now let's go over the uniforms that niri defines.
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//
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// You should only rely on the uniforms documented here. Any other uniforms can
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// change or be removed without notice.
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// The window texture.
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uniform sampler2D niri_tex;
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// Matrix that converts geometry coordinates into the 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 niri_geo_to_tex;
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// Unclamped progress of the animation.
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//
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// Goes from 0 to 1 but may overshoot and oscillate.
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uniform float niri_progress;
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// Clamped progress of the animation.
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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 niri_clamped_progress;
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// Random float in [0; 1), consistent for the duration of the animation.
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uniform float niri_random_seed;
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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 and
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// gradually make opaque.
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vec4 solid_gradient(vec3 coords_geo, vec3 size_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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if (0.0 <= coords_geo.x && coords_geo.x <= 1.0
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&& 0.0 <= coords_geo.y && coords_geo.y <= 1.0)
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{
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vec4 from = vec4(1.0, 0.0, 0.0, 1.0);
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vec4 to = vec4(0.0, 1.0, 0.0, 1.0);
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color = mix(from, to, coords_geo.y);
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}
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// Make it opaque.
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color *= niri_clamped_progress;
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return color;
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}
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// Example: gradually scale up and make opaque, equivalent to the default
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// opening animation.
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vec4 default_open(vec3 coords_geo, vec3 size_geo) {
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// Scale up the window.
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float scale = max(0.0, (niri_progress / 2.0 + 0.5));
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coords_geo = vec3((coords_geo.xy - vec2(0.5)) / scale + vec2(0.5), 1.0);
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// Get color from the window texture.
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vec3 coords_tex = niri_geo_to_tex * coords_geo;
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vec4 color = texture2D(niri_tex, coords_tex.st);
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// Make the window opaque.
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color *= niri_clamped_progress;
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return color;
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}
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// Example: show the window as an expanding circle.
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// Recommended setting: duration-ms 250
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vec4 expanding_circle(vec3 coords_geo, vec3 size_geo) {
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vec3 coords_tex = niri_geo_to_tex * coords_geo;
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vec4 color = texture2D(niri_tex, coords_tex.st);
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vec2 coords = (coords_geo.xy - vec2(0.5, 0.5)) * size_geo.xy * 2.0;
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coords = coords / length(size_geo.xy);
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float p = niri_clamped_progress;
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if (p * p <= dot(coords, coords))
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color = vec4(0.0);
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return color;
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}
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// This is the function that you must define.
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vec4 open_color(vec3 coords_geo, vec3 size_geo) {
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// You can pick one of the example functions or write your own.
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return expanding_circle(coords_geo, size_geo);
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}
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