niri/wiki/examples/resize_custom_shader.frag
Ujp8LfXBJ6wCPR af6d84a7f8
Fix typos (#429)
* Fix typos reported by "typos" crate

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* Ignore typo datas -> data

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for more configureability.

---------

Co-authored-by: Carl Hjerpe <git@hjerpe.xyz>
Co-authored-by: Ivan Molodetskikh <yalterz@gmail.com>
2024-06-09 10:50:22 +00:00

211 lines
8.1 KiB
GLSL

// Your shader must contain one function (see the bottom of this file).
//
// It should not contain any uniform definitions or anything else, as niri
// provides them for you.
//
// All symbols defined by niri will have a niri_ prefix, so don't use it for
// your own variables and functions.
// The function that you must define looks like this:
vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec4 color = /* ...compute the color... */;
return color;
}
// It takes as input:
//
// * coords_curr_geo: coordinates of the current pixel relative to the current
// window geometry.
//
// These are homogeneous (the Z component is equal to 1) and scaled in such a
// way that the 0 to 1 coordinates lie within the current window geometry (in
// the middle of a resize). Pixels outside the window geometry will have
// coordinates below 0 or above 1.
//
// The window geometry is its "visible bounds" from the user's perspective.
//
// The shader runs over an area of unspecified size and location, so you must
// expect and handle coordinates outside the [0, 1] range. The area will be
// large enough to accommodate a crossfade effect.
//
// * size_curr_geo: size of the current window geometry in logical pixels.
//
// It is homogeneous (the Z component is equal to 1).
//
// The function must return the color of the pixel (with premultiplied alpha).
// The pixel color will be further processed by niri (for example, to apply the
// final opacity from window rules).
// Now let's go over the uniforms that niri defines.
//
// You should only rely on the uniforms documented here. Any other uniforms can
// change or be removed without notice.
// Previous (before resize) window texture.
uniform sampler2D niri_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 niri_geo_to_tex_prev;
// Next (after resize) window texture.
uniform sampler2D niri_tex_next;
// Matrix that converts geometry coordinates into the next window texture
// coordinates.
uniform mat3 niri_geo_to_tex_next;
// Matrix that converts coords_curr_geo into coordinates inside the previous
// (before resize) window geometry.
uniform mat3 niri_curr_geo_to_prev_geo;
// Matrix that converts coords_curr_geo into coordinates inside the next
// (after resize) window geometry.
uniform mat3 niri_curr_geo_to_next_geo;
// Unclamped progress of the animation.
//
// Goes from 0 to 1 but may overshoot and oscillate.
uniform float niri_progress;
// Clamped progress of the animation.
//
// Goes from 0 to 1, but will stop at 1 as soon as it first reaches 1. Will not
// overshoot or oscillate.
uniform float niri_clamped_progress;
// Now let's look at some examples. You can copy everything below this line
// into your custom-shader to experiment.
// Example: fill the current geometry with a solid vertical gradient.
vec4 solid_gradient(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec3 coords = coords_curr_geo;
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, vec3 size_curr_geo) {
// Convert coordinates into the texture space for sampling.
vec3 coords_tex_prev = niri_geo_to_tex_prev * coords_curr_geo;
vec4 color_prev = texture2D(niri_tex_prev, coords_tex_prev.st);
// Convert coordinates into the texture space for sampling.
vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo;
vec4 color_next = texture2D(niri_tex_next, coords_tex_next.st);
vec4 color = mix(color_prev, color_next, niri_clamped_progress);
return color;
}
// Example: next texture, stretched to the current geometry.
vec4 stretch_next(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo;
vec4 color = texture2D(niri_tex_next, coords_tex_next.st);
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, vec3 size_curr_geo) {
vec3 coords_next_geo = niri_curr_geo_to_next_geo * coords_curr_geo;
vec3 coords_stretch = niri_geo_to_tex_next * coords_curr_geo;
vec3 coords_crop = niri_geo_to_tex_next * coords_next_geo;
// We can crop if the current window size is smaller than the next window
// size. One way to tell is by comparing to 1.0 the X and Y scaling
// coefficients in the current-to-next transformation matrix.
bool can_crop_by_x = niri_curr_geo_to_next_geo[0][0] <= 1.0;
bool can_crop_by_y = niri_curr_geo_to_next_geo[1][1] <= 1.0;
vec3 coords = coords_stretch;
if (can_crop_by_x)
coords.x = coords_crop.x;
if (can_crop_by_y)
coords.y = coords_crop.y;
vec4 color = texture2D(niri_tex_next, coords.st);
// 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 (can_crop_by_x && (coords_curr_geo.x < 0.0 || 1.0 < coords_curr_geo.x))
color = vec4(0.0);
if (can_crop_by_y && (coords_curr_geo.y < 0.0 || 1.0 < coords_curr_geo.y))
color = vec4(0.0);
return color;
}
// Example: cropped next texture if it's bigger than the current geometry, and
// crossfade between previous and next texture otherwise.
vec4 crossfade_or_crop_next(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec3 coords_next_geo = niri_curr_geo_to_next_geo * coords_curr_geo;
vec3 coords_prev_geo = niri_curr_geo_to_prev_geo * coords_curr_geo;
vec3 coords_crop = niri_geo_to_tex_next * coords_next_geo;
vec3 coords_stretch = niri_geo_to_tex_next * coords_curr_geo;
vec3 coords_stretch_prev = niri_geo_to_tex_prev * coords_curr_geo;
// We can crop if the current window size is smaller than the next window
// size. One way to tell is by comparing to 1.0 the X and Y scaling
// coefficients in the current-to-next transformation matrix.
bool can_crop_by_x = niri_curr_geo_to_next_geo[0][0] <= 1.0;
bool can_crop_by_y = niri_curr_geo_to_next_geo[1][1] <= 1.0;
bool crop = can_crop_by_x && can_crop_by_y;
vec4 color;
if (crop) {
// 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 crossfading, 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_curr_geo.x < 0.0 || 1.0 < coords_curr_geo.x ||
coords_curr_geo.y < 0.0 || 1.0 < coords_curr_geo.y) {
color = vec4(0.0);
} else {
color = texture2D(niri_tex_next, coords_crop.st);
}
} else {
// If we can't crop, then crossfade.
color = texture2D(niri_tex_next, coords_stretch.st);
vec4 color_prev = texture2D(niri_tex_prev, coords_stretch_prev.st);
color = mix(color_prev, color, niri_clamped_progress);
}
return color;
}
// This is the function that you must define.
vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) {
// You can pick one of the example functions or write your own.
return stretch_or_crop_next(coords_curr_geo, size_curr_geo);
}