////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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) // A simple blur function vec4 blur(vec2 uv, float radius, float samples) { // Initialize the color accumulator to zero. vec4 color = vec4(0.0); // Define a constant for 2 * PI (tau), which represents a full circle in radians. const float tau = 6.28318530718; // Number of directions for sampling around the circle. const float directions = 15.0; // Outer loop iterates over multiple directions evenly spaced around a circle. for (float d = 0.0; d < tau; d += tau / directions) { // Inner loop samples along each direction, with decreasing intensity. for (float s = 0.0; s < 1.0; s += 1.0 / samples) { // Calculate the offset for this sample based on direction, radius, and step. // The (1.0 - s) term ensures more sampling occurs closer to the center. vec2 offset = vec2(cos(d), sin(d)) * radius * (1.0 - s) / uSize; // Add the sampled color at the offset position to the accumulator. color += getInputColor(uv + offset); } } // Normalize the accumulated color by dividing by the total number of samples // and directions to ensure the result is averaged. return color / samples / directions; } // The width of the fading effect is loaded from the settings. uniform float uBlurAmount; uniform float uBlurQuality; void main() { // Calculate the progression value based on the animation direction. // If opening, use uProgress as-is; if closing, invert the progression. float progl = uForOpening ? uProgress : 1.0 - uProgress; // Apply easing functions to the progression value: // - easedProgressBlur: Used for controlling the blur effect smoothly. // - easedProgressAlpha: Used for controlling the alpha (opacity) transition. float easedProgressBlur = easeInOutSine(progl); // Sine-based smooth easing for blur. float easedProgressAlpha = easeInOutCubic(progl); // Cubic-based smooth easing for alpha. // Calculate the blur amount by interpolating (mixing) between the maximum blur (uBlurAmount) // and zero blur based on the eased progression value. float blurAmount = mix(uBlurAmount, 0.0, easedProgressBlur); // Apply the calculated blur effect to the texture at the current texture coordinates. // The blur function uses the blur amount and quality (uBlurQuality) for sampling. vec4 texColor = blur(iTexCoord.st, blurAmount, uBlurQuality); // Calculate the alpha value for the transition using eased progress. // This determines how transparent the final color will appear. float alpha = easedProgressAlpha; // Apply the alpha transition to the final texture color. // Multiply the texture's alpha channel by the computed alpha value. texColor.a *= alpha; // Output the final color with the applied blur and alpha transition. setOutputColor(texColor); }