🔧 Fix incompatibilites with OpenGL 1.0
This commit is contained in:
@@ -51,7 +51,6 @@ generate() {
|
||||
} > "${BUILD_DIR}/kwin4_effect_$1/contents/shaders/$1_core.frag"
|
||||
|
||||
{
|
||||
echo "#version 100"
|
||||
echo "#define KWIN_LEGACY"
|
||||
echo ""
|
||||
echo "// This file is automatically generated during the build process."
|
||||
|
||||
@@ -29,7 +29,7 @@
|
||||
|
||||
// Furthermore, there is the global input "vec2 iTexCoord" and the output "vec4 oColor".
|
||||
|
||||
#ifdef KWIN // --------------------------------------------------------------------------
|
||||
#if defined(KWIN) // --------------------------------------------------------------------
|
||||
|
||||
uniform float forOpening;
|
||||
uniform sampler2D sampler;
|
||||
@@ -43,13 +43,13 @@ bool uForOpening = forOpening == 1.0;
|
||||
in vec2 texcoord0;
|
||||
out vec4 fragColor;
|
||||
|
||||
#define uTexture sampler;
|
||||
#define uTexture sampler
|
||||
#define uProgress animationProgress
|
||||
#define uPadding 0.0
|
||||
#define iTexCoord texcoord0
|
||||
#define oColor fragColor
|
||||
|
||||
#elif KWIN_LEGACY // --------------------------------------------------------------------
|
||||
#elif defined(KWIN_LEGACY) // -----------------------------------------------------------
|
||||
|
||||
uniform float forOpening;
|
||||
uniform sampler2D sampler;
|
||||
@@ -62,11 +62,11 @@ bool uForOpening = forOpening == 1.0;
|
||||
|
||||
varying vec2 texcoord0;
|
||||
|
||||
#define uTexture sampler;
|
||||
#define uTexture sampler
|
||||
#define uProgress animationProgress
|
||||
#define uPadding 0.0
|
||||
#define iTexCoord texcoord0
|
||||
#define oColor gl_fragColor
|
||||
#define oColor gl_FragColor
|
||||
|
||||
#else // GNOME --------------------------------------------------------------------------
|
||||
|
||||
@@ -99,7 +99,7 @@ vec4 alphaOver(vec4 under, vec4 over) {
|
||||
// Taken from here:
|
||||
// https://gitlab.gnome.org/GNOME/mutter/-/blob/main/clutter/clutter/clutter-easing.c
|
||||
|
||||
float easeOutQuad(float x) { return -1.0 * x * (x - 2); }
|
||||
float easeOutQuad(float x) { return -1.0 * x * (x - 2.0); }
|
||||
|
||||
// --------------------------------------------------------------------- edge mask helpers
|
||||
|
||||
@@ -108,10 +108,10 @@ float easeOutQuad(float x) { return -1.0 * x * (x - 2); }
|
||||
// pixels and one which takes this as a percentage.
|
||||
float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) {
|
||||
float mask = 1.0;
|
||||
mask *= smoothstep(0, 1, clamp(uv.x / fadeWidth, 0, 1));
|
||||
mask *= smoothstep(0, 1, clamp(uv.y / fadeWidth, 0, 1));
|
||||
mask *= smoothstep(0, 1, clamp((maxUV.x - uv.x) / fadeWidth, 0, 1));
|
||||
mask *= smoothstep(0, 1, clamp((maxUV.y - uv.y) / fadeWidth, 0, 1));
|
||||
mask *= smoothstep(0.0, 1.0, clamp(uv.x / fadeWidth, 0.0, 1.0));
|
||||
mask *= smoothstep(0.0, 1.0, clamp(uv.y / fadeWidth, 0.0, 1.0));
|
||||
mask *= smoothstep(0.0, 1.0, clamp((maxUV.x - uv.x) / fadeWidth, 0.0, 1.0));
|
||||
mask *= smoothstep(0.0, 1.0, clamp((maxUV.y - uv.y) / fadeWidth, 0.0, 1.0));
|
||||
|
||||
return mask;
|
||||
}
|
||||
@@ -124,7 +124,7 @@ float getEdgeMask(vec2 uv, vec2 maxUV, float fadeWidth) {
|
||||
// (offset = 0), ontop the window borders (offset = 0.5) or outside the window borders
|
||||
// (offset = 1).
|
||||
float getAbsoluteEdgeMask(float fadePixels, float offset) {
|
||||
float padding = max(0, uPadding - fadePixels * offset);
|
||||
float padding = max(0.0, uPadding - fadePixels * offset);
|
||||
vec2 uv = iTexCoord.st * uSize - padding;
|
||||
return getEdgeMask(uv, uSize - 2.0 * padding, fadePixels);
|
||||
}
|
||||
|
||||
+14
-14
@@ -23,10 +23,10 @@ const float FF_TIME = 0.1; // Relative time for the final fade to transpare
|
||||
const float SCALING = 0.5; // Additional vertical scaling of the window.
|
||||
|
||||
void main() {
|
||||
float progress = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress);
|
||||
float prog = uForOpening ? 1.0 - easeOutQuad(uProgress) : easeOutQuad(uProgress);
|
||||
|
||||
// Scale down the window vertically.
|
||||
float scale = 1.0 / mix(1.0, SCALING, progress) - 1.0;
|
||||
float scale = 1.0 / mix(1.0, SCALING, prog) - 1.0;
|
||||
vec2 coords = iTexCoord.st;
|
||||
coords.y = coords.y * (scale + 1.0) - scale * 0.5;
|
||||
|
||||
@@ -34,22 +34,22 @@ void main() {
|
||||
// tb refers to the top-bottom animation.
|
||||
// lr refers to the left-right animation.
|
||||
// ff refers to the final fade animation.
|
||||
float tbProgress = smoothstep(0, 1, clamp(progress / TB_TIME, 0, 1));
|
||||
float lrProgress = smoothstep(0, 1, clamp((progress - LR_DELAY) / LR_TIME, 0, 1));
|
||||
float ffProgress = smoothstep(0, 1, clamp((progress - 1.0 + FF_TIME) / FF_TIME, 0, 1));
|
||||
float tbProg = smoothstep(0.0, 1.0, clamp(prog / TB_TIME, 0.0, 1.0));
|
||||
float lrProg = smoothstep(0.0, 1.0, clamp((prog - LR_DELAY) / LR_TIME, 0.0, 1.0));
|
||||
float ffProg = smoothstep(0.0, 1.0, clamp((prog - 1.0 + FF_TIME) / FF_TIME, 0.0, 1.0));
|
||||
|
||||
// This is a top-center-bottom gradient in [0..1..0]
|
||||
float tb = coords.y * 2;
|
||||
tb = tb < 1 ? tb : 2 - tb;
|
||||
float tb = coords.y * 2.0;
|
||||
tb = tb < 1.0 ? tb : 2.0 - tb;
|
||||
|
||||
// This is a left-center-right gradient in [0..1..0]
|
||||
float lr = coords.x * 2;
|
||||
lr = lr < 1 ? lr : 2 - lr;
|
||||
float lr = coords.x * 2.0;
|
||||
lr = lr < 1.0 ? lr : 2.0 - lr;
|
||||
|
||||
// Combine the progress values with the gradients to create the alpha masks.
|
||||
float tbMask = 1 - smoothstep(0, 1, clamp((tbProgress - tb) / BLUR_WIDTH, 0, 1));
|
||||
float lrMask = 1 - smoothstep(0, 1, clamp((lrProgress - lr) / BLUR_WIDTH, 0, 1));
|
||||
float ffMask = 1 - smoothstep(0, 1, ffProgress);
|
||||
float tbMask = 1.0 - smoothstep(0.0, 1.0, clamp((tbProg - tb) / BLUR_WIDTH, 0.0, 1.0));
|
||||
float lrMask = 1.0 - smoothstep(0.0, 1.0, clamp((lrProg - lr) / BLUR_WIDTH, 0.0, 1.0));
|
||||
float ffMask = 1.0 - smoothstep(0.0, 1.0, ffProg);
|
||||
|
||||
// Assemble the final alpha value.
|
||||
float mask = tbMask * lrMask * ffMask;
|
||||
@@ -57,11 +57,11 @@ void main() {
|
||||
oColor = texture2D(uTexture, coords);
|
||||
|
||||
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
|
||||
if (oColor.a > 0) {
|
||||
if (oColor.a > 0.0) {
|
||||
oColor.rgb /= oColor.a;
|
||||
}
|
||||
|
||||
oColor.rgb = mix(oColor.rgb, uColor * oColor.a, smoothstep(0, 1, progress));
|
||||
oColor.rgb = mix(oColor.rgb, uColor * oColor.a, smoothstep(0.0, 1.0, prog));
|
||||
oColor.a *= mask;
|
||||
|
||||
// These are pretty useful for understanding how this works.
|
||||
|
||||
Reference in New Issue
Block a user