nixnew/modules/user/modules/quickshell/shell/shaders/masked_overlay.frag

40 lines
1.3 KiB
GLSL

#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 1) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source;
layout(binding = 2) uniform sampler2D overlayItem;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
vec2 pOverlayPos;
vec2 pOverlaySize;
vec2 pMergeInset;
float pMergeCutoff;
};
void main() {
vec2 overlayCoord = (qt_TexCoord0 - pOverlayPos) / pOverlaySize;
if (overlayCoord.x >= 0 && overlayCoord.y >= 0 && overlayCoord.x < 1 && overlayCoord.y < 1) {
fragColor = texture(overlayItem, overlayCoord);
if (fragColor.a != 0) {
vec4 baseColor = texture(source, qt_TexCoord0);
// imperfect but visually good enough for now. if more is needed we'll probably need a mask tex
if (baseColor.a != 0
&& fragColor.a < pMergeCutoff
&& (texture(overlayItem, overlayCoord + vec2(0, pMergeInset.y)).a == 0
|| texture(overlayItem, overlayCoord + vec2(pMergeInset.x, 0)).a == 0
|| texture(overlayItem, overlayCoord + vec2(0, -pMergeInset.y)).a == 0
|| texture(overlayItem, overlayCoord + vec2(-pMergeInset.x, 0)).a == 0)) {
fragColor += baseColor * (1 - fragColor.a);
}
fragColor *= qt_Opacity;
return;
}
}
fragColor = texture(source, qt_TexCoord0) * qt_Opacity;
}