////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // ////////////////////////////////////////////////////////////////////////////////////////// // SPDX-FileCopyrightText: Justin Garza JGarza9788@gmail.com // SPDX-License-Identifier: GPL-3.0-or-later // The content from common.glsl is automatically prepended to each shader effect. This // provides the standard input: // vec2 iTexCoord: Texture coordinates for retrieving the window input color. // bool uIsFullscreen: True if the window is maximized or in fullscreen mode. // bool uForOpening: True if a window-open animation is ongoing, false otherwise. // float uProgress: A value which transitions from 0 to 1 during the animation. // float uDuration: The duration of the current animation in seconds. // vec2 uSize: The size of uTexture in pixels. // float uPadding: The empty area around the actual window (e.g. where the shadow // is drawn). For now, this will only be set on GNOME. // Furthermore, there are two global methods for reading the window input color and // setting the shader output color. Both methods assume straight alpha: // vec4 getInputColor(vec2 coords) // void setOutputColor(vec4 outColor) // Ease-in-out cubic for alpha float easeInOutCubic(float x) { return x < 0.5 ? 4.0 * x * x * x : 1.0 - pow(-2.0 * x + 2.0, 3.0) / 2.0; } // Ease-in-out sine for blur float easeInOutSine(float x) { return -(cos(3.14159265 * x) - 1.0) / 2.0; } // A simple blur function vec4 blur(vec2 uv, float radius, float samples) { vec4 color = vec4(0.0); const float tau = 6.28318530718; const float directions = 15.0; for (float d = 0.0; d < tau; d += tau / directions) { for (float s = 0.0; s < 1.0; s += 1.0 / samples) { vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize; color += getInputColor(uv + offset); } } return color / samples / directions; } // The width of the fading effect is loaded from the settings. uniform float uBlurAmount; uniform float uBlurQuality; void main() { float progl = uForOpening ? uProgress : 1.0 - uProgress; float easedProgressBlur = easeInOutSine(progl); // Blur easing float easedProgressAlpha = easeInOutCubic(progl); // Alpha easing // Control blur amount using easedProgressBlur float blurAmount = mix(uBlurAmount, 0.0, easedProgressBlur); // Apply blur vec4 texColor = blur( iTexCoord.st, blurAmount, uBlurQuality); // Control alpha using easedProgressAlpha float alpha = easedProgressAlpha; // Set final color with alpha transition texColor.a *= alpha; setOutputColor(texColor); }