mirror of
https://github.com/niri-wm/niri.git
synced 2026-06-24 02:01:18 +07:00
153 lines
5.1 KiB
GLSL
153 lines
5.1 KiB
GLSL
#version 100
|
|
|
|
precision mediump float;
|
|
|
|
// Coordinates of the current pixel.
|
|
//
|
|
// 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.
|
|
//
|
|
// You very likely want to convert these coordinates to geometry coordinates
|
|
// before using them (see below).
|
|
varying vec2 v_coords;
|
|
|
|
// Pixel size of the whole area of the shader.
|
|
uniform vec2 size;
|
|
|
|
// Matrix that converts the input v_coords into coordinates inside the current
|
|
// window geometry.
|
|
//
|
|
// 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;
|
|
|
|
// 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;
|
|
|
|
// Previous (before resize) window texture.
|
|
uniform sampler2D 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;
|
|
|
|
// Next (after resize) window texture.
|
|
uniform sampler2D tex_next;
|
|
|
|
// Matrix that converts geometry coordinates into the next window texture
|
|
// coordinates.
|
|
uniform mat3 geo_to_tex_next;
|
|
|
|
// Unclamped progress of the resize.
|
|
//
|
|
// Goes from 0 to 1 but may overshoot and oscillate.
|
|
uniform float 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;
|
|
|
|
// Additional opacity to apply to the final color.
|
|
uniform float alpha;
|
|
|
|
// 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 color = vec4(0.0);
|
|
|
|
// Paint only the area inside the current geometry.
|
|
if (0.0 <= coords.x && coords.x <= 1.0
|
|
&& 0.0 <= coords.y && coords.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.y);
|
|
}
|
|
|
|
return color;
|
|
}
|
|
|
|
// 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);
|
|
|
|
vec3 coords_tex_prev = geo_to_tex_prev * coords_curr_geo;
|
|
vec4 color_prev = texture2D(tex_prev, vec2(coords_tex_prev));
|
|
|
|
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);
|
|
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));
|
|
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);
|
|
|
|
vec3 coords_stretch = geo_to_tex_next * coords_curr_geo;
|
|
vec3 coords_crop = 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
|
|
// can crop.
|
|
vec3 coords = coords_stretch;
|
|
if (coords_crop.x < coords_stretch.x)
|
|
coords.x = coords_crop.x;
|
|
if (coords_crop.y < coords_stretch.y)
|
|
coords.y = coords_crop.y;
|
|
|
|
vec4 color = texture2D(tex_next, vec2(coords));
|
|
|
|
// 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 stretching, 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_crop.x < coords_stretch.x
|
|
&& (coords_curr_geo.x < 0.0 || 1.0 < coords_curr_geo.x))
|
|
color = vec4(0.0);
|
|
if (coords_crop.y < coords_stretch.y
|
|
&& (coords_curr_geo.y < 0.0 || 1.0 < coords_curr_geo.y))
|
|
color = vec4(0.0);
|
|
|
|
return color;
|
|
}
|
|
|
|
// The main entry point of the shader.
|
|
void main() {
|
|
// You can pick one of the example functions or write your own.
|
|
vec4 color = stretch_or_crop_next();
|
|
|
|
gl_FragColor = color * alpha;
|
|
}
|
|
|