hyprland/src/render/shaders/Textures.hpp
Visual-Dawg 29e0a7112e
renderer: added new customization options to the blur shaders (#3650)
Adds to `decoration:blur:` `vibrancy` and `vibrancy_darkness`
2023-11-06 18:49:03 +00:00

522 lines
14 KiB
C++

#pragma once
#include <string>
inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVarName) -> std::string {
return R"#(
// branchless baby!
highp vec2 pixCoord = vec2(gl_FragCoord);
pixCoord -= topLeft + fullSize * 0.5;
pixCoord *= vec2(lessThan(pixCoord, vec2(0.0))) * -2.0 + 1.0;
pixCoord -= fullSize * 0.5 - radius;
pixCoord += vec2(1.0, 1.0) / fullSize; // center the pix dont make it top-left
if (pixCoord.x + pixCoord.y > radius) {
float dist = length(pixCoord);
if (dist > radius)
discard;
if (dist > radius - 1.0) {
float dist = length(pixCoord);
float normalized = 1.0 - smoothstep(0.0, 1.0, dist - radius + 0.5);
)#" +
colorVarName + R"#( = )#" + colorVarName + R"#( * normalized;
}
}
)#";
};
inline const std::string QUADVERTSRC = R"#(
uniform mat3 proj;
uniform vec4 color;
attribute vec2 pos;
attribute vec2 texcoord;
attribute vec2 texcoordMatte;
varying vec4 v_color;
varying vec2 v_texcoord;
varying vec2 v_texcoordMatte;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_color = color;
v_texcoord = texcoord;
v_texcoordMatte = texcoordMatte;
})#";
inline const std::string QUADFRAGSRC = R"#(
precision mediump float;
varying vec4 v_color;
uniform vec2 topLeft;
uniform vec2 fullSize;
uniform float radius;
void main() {
vec4 pixColor = v_color;
if (radius > 0.0) {
)#" +
ROUNDED_SHADER_FUNC("pixColor") + R"#(
}
gl_FragColor = pixColor;
})#";
inline const std::string TEXVERTSRC = R"#(
uniform mat3 proj;
attribute vec2 pos;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_texcoord = texcoord;
})#";
inline const std::string TEXFRAGSRCRGBA = R"#(
precision mediump float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float alpha;
uniform vec2 topLeft;
uniform vec2 fullSize;
uniform float radius;
uniform int discardOpaque;
uniform int discardAlpha;
uniform float discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;
if (discardAlpha == 1 && pixColor[3] <= discardAlphaValue)
discard;
if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
if (radius > 0.0) {
)#" +
ROUNDED_SHADER_FUNC("pixColor") + R"#(
}
gl_FragColor = pixColor * alpha;
})#";
inline const std::string TEXFRAGSRCRGBAPASSTHRU = R"#(
precision mediump float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, v_texcoord);
})#";
inline const std::string TEXFRAGSRCRGBAMATTE = R"#(
precision mediump float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform sampler2D texMatte;
void main() {
gl_FragColor = texture2D(tex, v_texcoord) * (1.0 - texture2D(texMatte, v_texcoord)[3]);
})#";
inline const std::string TEXFRAGSRCRGBX = R"#(
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float alpha;
uniform vec2 topLeft;
uniform vec2 fullSize;
uniform float radius;
uniform int discardOpaque;
uniform int discardAlpha;
uniform int discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
void main() {
if (discardOpaque == 1 && alpha == 1.0)
discard;
vec4 pixColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);
if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
if (radius > 0.0) {
)#" +
ROUNDED_SHADER_FUNC("pixColor") + R"#(
}
gl_FragColor = pixColor * alpha;
})#";
inline const std::string FRAGBLUR1 = R"#(
#version 100
precision mediump float;
varying mediump vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float radius;
uniform vec2 halfpixel;
uniform int passes;
uniform float vibrancy;
uniform float vibrancy_darkness;
// see http://alienryderflex.com/hsp.html
const float Pr = 0.299;
const float Pg = 0.587;
const float Pb = 0.114;
// Y is "v" ( brightness ). X is "s" ( saturation )
// see https://www.desmos.com/3d/a88652b9a4
// Determines if high brightness or high saturation is more important
const float a = 0.93;
const float b = 0.11;
const float c = 0.66; // Determines the smoothness of the transition of unboosted to boosted colors
//
// http://www.flong.com/archive/texts/code/shapers_circ/
float doubleCircleSigmoid(float x, float a) {
float min_param_a = 0.0;
float max_param_a = 1.0;
a = max(min_param_a, min(max_param_a, a));
float y = .0;
if (x <= a) {
y = a - sqrt(a * a - x * x);
} else {
y = a + sqrt(pow(1. - a, 2.) - pow(x - 1., 2.));
}
return y;
}
vec3 rgb2hsl(vec3 col) {
float red = col.r;
float green = col.g;
float blue = col.b;
float minc = min(col.r, min(col.g, col.b));
float maxc = max(col.r, max(col.g, col.b));
float delta = maxc - minc;
float lum = (minc + maxc) * 0.5;
float sat = 0.0;
float hue = 0.0;
if (lum > 0.0 && lum < 1.0) {
float mul = (lum < 0.5) ? (lum) : (1.0 - lum);
sat = delta / (mul * 2.0);
}
vec3 masks = vec3((maxc == red && maxc != green) ? 1.0 : 0.0, (maxc == green && maxc != blue) ? 1.0 : 0.0, (maxc == blue && maxc != red) ? 1.0 : 0.0);
vec3 adds = vec3(((green - blue) / delta), 2.0 + ((blue - red) / delta), 4.0 + ((red - green) / delta));
float deltaGtz = (delta > 0.0) ? 1.0 : 0.0;
hue += dot(adds, masks);
hue *= deltaGtz;
hue /= 6.0;
if (hue < 0.0)
hue += 1.0;
return vec3(hue, sat, lum);
}
vec3 hsl2rgb(vec3 col) {
const float onethird = 1.0 / 3.0;
const float twothird = 2.0 / 3.0;
const float rcpsixth = 6.0;
float hue = col.x;
float sat = col.y;
float lum = col.z;
vec3 xt = vec3(rcpsixth * (hue - twothird), 0.0, rcpsixth * (1.0 - hue));
if (hue < twothird) {
xt.r = 0.0;
xt.g = rcpsixth * (twothird - hue);
xt.b = rcpsixth * (hue - onethird);
}
if (hue < onethird) {
xt.r = rcpsixth * (onethird - hue);
xt.g = rcpsixth * hue;
xt.b = 0.0;
}
xt = min(xt, 1.0);
float sat2 = 2.0 * sat;
float satinv = 1.0 - sat;
float luminv = 1.0 - lum;
float lum2m1 = (2.0 * lum) - 1.0;
vec3 ct = (sat2 * xt) + satinv;
vec3 rgb;
if (lum >= 0.5)
rgb = (luminv * ct) + lum2m1;
else
rgb = lum * ct;
return rgb;
}
void main() {
vec2 uv = v_texcoord * 2.0;
vec4 sum = texture2D(tex, uv) * 4.0;
sum += texture2D(tex, uv - halfpixel.xy * radius);
sum += texture2D(tex, uv + halfpixel.xy * radius);
sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);
sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);
vec4 color = sum / 8.0;
if (vibrancy == 0.0) {
gl_FragColor = color;
} else {
// Invert it so that it correctly maps to the config setting
float vibrancy_darkness1 = 1.0 - vibrancy_darkness;
// Decrease the RGB components based on their perceived brightness, to prevent visually dark colors from overblowing the rest.
vec3 hsl = rgb2hsl(color.rgb);
// Calculate perceived brightness, as not boost visually dark colors like deep blue as much as equally saturated yellow
float perceivedBrightness = doubleCircleSigmoid(sqrt(color.r * color.r * Pr + color.g * color.g * Pg + color.b * color.b * Pb), 0.8 * vibrancy_darkness1);
float b1 = b * vibrancy_darkness1;
float boostBase = hsl[1] > 0.0 ? smoothstep(b1 - c * 0.5, b1 + c * 0.5, 1.0 - (pow(1.0 - hsl[1] * cos(a), 2.0) + pow(1.0 - perceivedBrightness * sin(a), 2.0))) : 0.0;
float saturation = clamp(hsl[1] + (boostBase * vibrancy) / float(passes), 0.0, 1.0);
vec3 newColor = hsl2rgb(vec3(hsl[0], saturation, hsl[2]));
gl_FragColor = vec4(newColor, color[3]);
}
}
)#";
inline const std::string FRAGBLUR2 = R"#(
#version 100
precision mediump float;
varying mediump vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float radius;
uniform vec2 halfpixel;
void main() {
vec2 uv = v_texcoord / 2.0;
vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);
sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;
sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);
sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;
sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);
sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;
sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);
sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;
gl_FragColor = sum / 12.0;
}
)#";
inline const std::string FRAGBLURPREPARE = R"#(
precision mediump float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float contrast;
uniform float brightness;
float gain(float x, float k) {
float a = 0.5 * pow(2.0 * ((x < 0.5) ? x : 1.0 - x), k);
return (x < 0.5) ? a : 1.0 - a;
}
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
// contrast
if (contrast != 1.0) {
pixColor.r = gain(pixColor.r, contrast);
pixColor.g = gain(pixColor.g, contrast);
pixColor.b = gain(pixColor.b, contrast);
}
// brightness
if (brightness > 1.0) {
pixColor.rgb *= brightness;
}
gl_FragColor = pixColor;
}
)#";
inline const std::string FRAGBLURFINISH = R"#(
precision mediump float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float noise;
uniform float brightness;
float hash(vec2 p) {
return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
// noise
float noiseHash = hash(v_texcoord);
float noiseAmount = (mod(noiseHash, 1.0) - 0.5);
pixColor.rgb += noiseAmount * noise;
// brightness
if (brightness < 1.0) {
pixColor.rgb *= brightness;
}
gl_FragColor = pixColor;
}
)#";
inline const std::string TEXFRAGSRCEXT = R"#(
#extension GL_OES_EGL_image_external : require
precision mediump float;
varying vec2 v_texcoord;
uniform samplerExternalOES texture0;
uniform float alpha;
uniform vec2 topLeft;
uniform vec2 fullSize;
uniform float radius;
uniform int discardOpaque;
uniform int discardAlpha;
uniform int discardAlphaValue;
uniform int applyTint;
uniform vec3 tint;
void main() {
vec4 pixColor = texture2D(texture0, v_texcoord);
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;
if (applyTint == 1) {
pixColor[0] = pixColor[0] * tint[0];
pixColor[1] = pixColor[1] * tint[1];
pixColor[2] = pixColor[2] * tint[2];
}
if (radius > 0.0) {
)#" +
ROUNDED_SHADER_FUNC("pixColor") + R"#(
}
gl_FragColor = pixColor * alpha;
}
)#";
static const std::string FRAGGLITCH = R"#(
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float time; // quirk: time is set to 0 at the beginning, should be around 10 when crash.
uniform float distort;
uniform vec2 screenSize;
float rand(float co) {
return fract(sin(dot(vec2(co, co), vec2(12.9898, 78.233))) * 43758.5453);
}
float rand(vec2 co) {
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
float noise(vec2 point) {
vec2 floored = floor(point);
vec2 fractal = fract(point);
fractal = fractal * fractal * (3.0 - 2.0 * fractal);
float mixed = mix(
mix(rand(floored), rand(floored + vec2(1.0, 0.0)), fractal.x),
mix(rand(floored + vec2(0.0,1.0)), rand(floored + vec2(1.0,1.0)), fractal.x), fractal.y);
return mixed * mixed;
}
void main() {
float ABERR_OFFSET = 4.0 * (distort / 5.5) * time;
float TEAR_AMOUNT = 9000.0 * (1.0 - (distort / 5.5));
float TEAR_BANDS = 108.0 / 2.0 * (distort / 5.5) * 2.0;
float MELT_AMOUNT = (distort * 8.0) / screenSize.y;
float NOISE = abs(mod(noise(v_texcoord) * distort * time * 2.771, 1.0)) * time / 10.0;
if (time < 2.0)
NOISE = 0.0;
float offset = (mod(rand(floor(v_texcoord.y * TEAR_BANDS)) * 318.772 * time, 20.0) - 10.0) / TEAR_AMOUNT;
vec2 blockOffset = vec2(((abs(mod(rand(floor(v_texcoord.x * 37.162)) * 721.43, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0),
((abs(mod(rand(floor(v_texcoord.y * 45.882)) * 733.923, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0));
if (time < 3.0)
blockOffset = vec2(0,0);
float meltSeed = abs(mod(rand(floor(v_texcoord.x * screenSize.x * 17.719)) * 281.882, 1.0));
if (meltSeed < 0.8) {
meltSeed = 0.0;
} else {
meltSeed *= 25.0 * NOISE;
}
float meltAmount = MELT_AMOUNT * meltSeed;
vec2 pixCoord = vec2(v_texcoord.x + offset + NOISE * 3.0 / screenSize.x + blockOffset.x, v_texcoord.y - meltAmount + 0.02 * NOISE / screenSize.x + NOISE * 3.0 / screenSize.y + blockOffset.y);
vec4 pixColor = texture2D(tex, pixCoord);
vec4 pixColorLeft = texture2D(tex, pixCoord + vec2(ABERR_OFFSET / screenSize.x, 0));
vec4 pixColorRight = texture2D(tex, pixCoord + vec2(-ABERR_OFFSET / screenSize.x, 0));
pixColor[0] = pixColorLeft[0];
pixColor[2] = pixColorRight[2];
pixColor[0] += distort / 90.0;
gl_FragColor = pixColor;
}
)#";