Files
hyprland/src/render/Shader.hpp
Vaxry 22154fa272 opengl: simplify cm pipeline
fixes a few mistakes, and skips the CM shader in cpu instead of adding a costly branch

ref #9641
2025-03-16 21:50:20 +00:00

84 lines
2.2 KiB
C++

#pragma once
#include "../defines.hpp"
#include <unordered_map>
class CShader {
public:
~CShader();
GLuint program = 0;
GLint proj = -1;
GLint color = -1;
GLint alphaMatte = -1;
GLint texType = -1;
GLint sourceTF = -1;
GLint targetTF = -1;
GLint sourcePrimaries = -1;
GLint targetPrimaries = -1;
GLint maxLuminance = -1;
GLint dstMaxLuminance = -1;
GLint dstRefLuminance = -1;
GLint sdrSaturation = -1; // sdr -> hdr saturation
GLint sdrBrightness = -1; // sdr -> hdr brightness multiplier
GLint tex = -1;
GLint alpha = -1;
GLint posAttrib = -1;
GLint texAttrib = -1;
GLint matteTexAttrib = -1;
GLint discardOpaque = -1;
GLint discardAlpha = -1;
GLfloat discardAlphaValue = -1;
GLint topLeft = -1;
GLint bottomRight = -1;
GLint fullSize = -1;
GLint fullSizeUntransformed = -1;
GLint radius = -1;
GLint radiusOuter = -1;
GLfloat roundingPower = -1;
GLint thick = -1;
GLint halfpixel = -1;
GLint range = -1;
GLint shadowPower = -1;
GLint useAlphaMatte = -1; // always inverted
GLint applyTint = -1;
GLint tint = -1;
GLint gradient = -1;
GLint gradientLength = -1;
GLint angle = -1;
GLint gradient2 = -1;
GLint gradient2Length = -1;
GLint angle2 = -1;
GLint gradientLerp = -1;
float initialTime = 0;
GLint time = -1;
GLint distort = -1;
GLint wl_output = -1;
// Blur prepare
GLint contrast = -1;
// Blur
GLint passes = -1; // Used by `vibrancy`
GLint vibrancy = -1;
GLint vibrancy_darkness = -1;
// Blur finish
GLint brightness = -1;
GLint noise = -1;
GLint getUniformLocation(const std::string&);
void destroy();
private:
std::unordered_map<std::string, GLint> m_muUniforms;
};