shaders: Add drop-shadow shader
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139
src/backend/render/shaders/shadow.frag
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139
src/backend/render/shaders/shadow.frag
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precision highp float;
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uniform float alpha;
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uniform vec2 size;
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varying vec2 v_coords;
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#if defined(DEBUG_FLAGS)
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uniform float tint;
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#endif
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uniform vec4 shadow_color;
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uniform float sigma;
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uniform mat3 input_to_geo;
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uniform vec2 geo_size;
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uniform vec4 corner_radius;
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uniform mat3 window_input_to_geo;
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uniform vec2 window_geo_size;
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uniform vec4 window_corner_radius;
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// Taken from niri, based on: https://madebyevan.com/shaders/fast-rounded-rectangle-shadows/
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//
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// License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/)
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// A standard gaussian function, used for weighting samples
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float gaussian(float x, float sigma) {
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const float pi = 3.141592653589793;
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return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * pi) * sigma);
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}
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// This approximates the error function, needed for the gaussian integral
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vec2 erf(vec2 x) {
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vec2 s = sign(x), a = abs(x);
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x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
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x *= x;
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return s - s / (x * x);
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}
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// Return the blurred mask along the x dimension
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float roundedBoxShadowX(float x, float y, float sigma, float corner, vec2 halfSize) {
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float delta = min(halfSize.y - corner - abs(y), 0.0);
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float curved = halfSize.x - corner + sqrt(max(0.0, corner * corner - delta * delta));
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vec2 integral = 0.5 + 0.5 * erf((x + vec2(-curved, curved)) * (sqrt(0.5) / sigma));
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return integral.y - integral.x;
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}
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// Return the mask for the shadow of a box from lower to upper
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float roundedBoxShadow(vec2 lower, vec2 upper, vec2 point, float sigma, float corner) {
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// Center everything to make the math easier
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vec2 center = (lower + upper) * 0.5;
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vec2 halfSize = (upper - lower) * 0.5;
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point -= center;
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// The signal is only non-zero in a limited range, so don't waste samples
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float low = point.y - halfSize.y;
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float high = point.y + halfSize.y;
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float start = clamp(-3.0 * sigma, low, high);
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float end = clamp(3.0 * sigma, low, high);
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// Accumulate samples (we can get away with surprisingly few samples)
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float step = (end - start) / 4.0;
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float y = start + step * 0.5;
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float value = 0.0;
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for (int i = 0; i < 4; i++) {
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value += roundedBoxShadowX(point.x, point.y - y, sigma, corner, halfSize) * gaussian(y, sigma) * step;
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y += step;
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}
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return value;
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}
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float rounding_alpha(vec2 coords, vec2 size, vec4 corner_radius) {
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vec2 center;
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float radius;
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if (coords.x < corner_radius.w && coords.y < corner_radius.w) {
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radius = corner_radius.w;
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center = vec2(radius, radius);
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} else if (size.x - corner_radius.y < coords.x && coords.y < corner_radius.y) {
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radius = corner_radius.y;
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center = vec2(size.x - radius, radius);
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} else if (size.x - corner_radius.x < coords.x && size.y - corner_radius.x < coords.y) {
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radius = corner_radius.x;
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center = vec2(size.x - radius, size.y - radius);
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} else if (coords.x < corner_radius.z && size.y - corner_radius.z < coords.y) {
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radius = corner_radius.z;
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center = vec2(radius, size.y - radius);
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} else {
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return 1.0;
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}
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float dist = distance(coords, center);
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return 1.0 - smoothstep(radius - 0.5, radius + 0.5, dist);
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}
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void main() {
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vec3 coords_geo = input_to_geo * vec3(v_coords, 1.0);
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vec3 coords_window_geo = window_input_to_geo * vec3(v_coords, 1.0);
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vec4 color = shadow_color;
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float shadow_value;
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if (sigma < 0.1) {
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// With low enough sigma just draw a rounded rectangle.
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shadow_value = rounding_alpha(coords_geo.xy, geo_size, corner_radius);
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} else {
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shadow_value = roundedBoxShadow(
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vec2(0.0, 0.0),
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geo_size,
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coords_geo.xy,
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sigma,
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// FIXME: figure out how to blur with different corner radii.
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//
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// GTK seems to call blurring separately for the rect and for the 4 corners:
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// https://gitlab.gnome.org/GNOME/gtk/-/blob/gtk-4-16/gsk/gpu/shaders/gskgpuboxshadow.glsl
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corner_radius.z
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);
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}
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color = color * shadow_value;
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// Cut out the inside of the window geometry if requested.
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if (window_geo_size != vec2(0.0, 0.0)) {
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if (0.0 <= coords_window_geo.x && coords_window_geo.x <= window_geo_size.x
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&& 0.0 <= coords_window_geo.y && coords_window_geo.y <= window_geo_size.y) {
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float alpha = rounding_alpha(coords_window_geo.xy, window_geo_size, window_corner_radius);
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color = color * (1.0 - alpha);
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}
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}
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color = color * alpha;
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#if defined(DEBUG_FLAGS)
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if (tint == 1.0)
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color = vec4(0.0, 0.2, 0.0, 0.2) + color * 0.8;
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#endif
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gl_FragColor = color;
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}
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