1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
|
#pragma once
/*
* copied from src/compositor/meta-background-content.c
* see: https://gitlab.gnome.org/GNOME/mutter/-/blob/858b5c12b1f55043964c2e2bd30de8cf112e76d2/src/compositor/meta-background-content.c#L138
*/
#define ROUNDED_CLIP_FRAGMENT_SHADER_FUNCS \
"float \n"\
"rounded_rect_coverage (vec2 p, vec4 bounds, float clip_radius) \n"\
"{ \n"\
" // Outside the bounds \n"\
" if (p.x < bounds.x || p.x > bounds.z \n"\
" || p.y < bounds.y || p.y > bounds.w ) { \n"\
" return 0.0; \n"\
" } \n"\
" float center_left = bounds.x + clip_radius; \n"\
" float center_right = bounds.z - clip_radius; \n"\
" float center_x; \n"\
" \n"\
" if (p.x < center_left) \n"\
" center_x = center_left; \n"\
" else if (p.x > center_right) \n"\
" center_x = center_right; \n"\
" else \n"\
" return 1.0; // The vast majority of pixels exit early here \n"\
" \n"\
" float center_top = bounds.y + clip_radius; \n"\
" float center_bottom = bounds.w - clip_radius; \n"\
" float center_y; \n"\
" \n"\
" if (p.y < center_top) \n"\
" center_y = center_top; \n"\
" else if (p.y > center_bottom) \n"\
" center_y = center_bottom; \n"\
" else \n"\
" return 1.0; \n"\
" \n"\
" vec2 delta = p - vec2 (center_x, center_y); \n"\
" float dist_squared = dot (delta, delta); \n"\
" \n"\
" // Fully outside the circle \n"\
" float outer_radius = clip_radius + 0.5; \n"\
" if (dist_squared >= (outer_radius * outer_radius)) \n"\
" return 0.0; \n"\
" \n"\
" // Fully inside the circle \n"\
" float inner_radius = clip_radius - 0.5; \n"\
" if (dist_squared <= (inner_radius * inner_radius)) \n"\
" return 1.0; \n"\
" \n"\
" \n"\
" // Only pixels on the edge of the curve need expensive antialiasing \n"\
" return outer_radius - sqrt (dist_squared); \n"\
"} \n"
#define ROUNDED_CLIP_FRAGMENT_SHADER_VARS \
"uniform vec4 bounds; // x, y: top left; z, w: bottom right \n"\
"uniform float clip_radius; \n"\
"uniform vec4 inner_bounds; \n"\
"uniform float inner_clip_radius; \n"\
"uniform vec2 pixel_step; \n"\
"uniform int skip; \n"\
"uniform float border_width; \n"\
"uniform float border_brightness; \n"
/* used by src/meta_clip_effect.c */
#define ROUNDED_CLIP_FRAGMENT_SHADER_DECLARATIONS \
ROUNDED_CLIP_FRAGMENT_SHADER_VARS \
ROUNDED_CLIP_FRAGMENT_SHADER_FUNCS
/* used by src/meta_clip_effect.c */
#define ROUNDED_CLIP_FRAGMENT_SHADER_CODE \
"if (skip == 0) { \n"\
" vec2 texture_coord = cogl_tex_coord0_in.xy / pixel_step; \n"\
" \n"\
" float outer_alpha = rounded_rect_coverage (texture_coord, \n"\
" bounds, \n"\
" clip_radius); \n"\
" if (border_width > 0.0) { \n"\
" float inner_alpha = rounded_rect_coverage (texture_coord, \n"\
" inner_bounds, \n"\
" inner_clip_radius); \n"\
" float border_alpha = clamp (outer_alpha - inner_alpha, 0.0, 1.0) \n"\
" * cogl_color_out.a; \n"\
" \n"\
" cogl_color_out *= smoothstep (0.0, 0.6, inner_alpha); \n"\
" cogl_color_out = mix (cogl_color_out, \n"\
" vec4(vec3(border_brightness), 1.0), \n"\
" border_alpha); \n"\
" } else { \n"\
" cogl_color_out = cogl_color_out * outer_alpha; \n"\
" } \n"\
"} \n"
#define ROUNDED_CLIP_FRAGMENT_SHADER_VARS_BLUR \
"uniform vec4 bounds; // x, y: top left; w, v: bottom right \n"\
"uniform float clip_radius; \n"\
"uniform vec2 pixel_step; \n"\
"uniform int skip; \n"\
"uniform float brightness; \n"
/* used by shell-blur-effect.c */
#define ROUNDED_CLIP_FRAGMENT_SHADER_DECLARATIONS_BLUR \
ROUNDED_CLIP_FRAGMENT_SHADER_VARS_BLUR \
ROUNDED_CLIP_FRAGMENT_SHADER_FUNCS
/* used by shell-blur-effect.c */
#define ROUNDED_CLIP_FRAGMENT_SHADER_CODE_BLUR \
"if (skip == 0) { \n"\
" vec2 texture_coord = cogl_tex_coord0_in.xy / pixel_step; \n"\
" \n"\
" cogl_color_out *= rounded_rect_coverage (texture_coord, \n"\
" bounds, \n"\
" clip_radius); \n"\
"} \n"\
"cogl_color_out.rgb *= brightness; \n"
|