forked from quickshell/quickshell
40 lines
1 KiB
GLSL
40 lines
1 KiB
GLSL
#version 440
|
|
layout(location = 0) in vec2 qt_TexCoord0;
|
|
layout(location = 0) out vec4 fragColor;
|
|
|
|
layout(std140, binding = 0) uniform buf {
|
|
mat4 qt_Matrix;
|
|
float qt_Opacity;
|
|
vec4 backgroundColor;
|
|
vec4 borderColor;
|
|
};
|
|
|
|
layout(binding = 1) uniform sampler2D rect;
|
|
layout(binding = 2) uniform sampler2D content;
|
|
|
|
vec4 overlay(vec4 base, vec4 overlay) {
|
|
if (overlay.a == 0.0) return base;
|
|
|
|
float baseMul = 1.0 - overlay.a;
|
|
float newAlpha = overlay.a + base.a * baseMul;
|
|
vec3 rgb = (overlay.rgb * overlay.a + base.rgb * base.a * baseMul) / newAlpha;
|
|
return vec4(rgb, newAlpha);
|
|
}
|
|
|
|
void main() {
|
|
vec4 contentColor = texture(content, qt_TexCoord0.xy);
|
|
vec4 rectColor = texture(rect, qt_TexCoord0.xy);
|
|
|
|
#ifdef CONTENT_UNDER_BORDER
|
|
float contentAlpha = rectColor.a;
|
|
#else
|
|
float contentAlpha = rectColor.r;
|
|
#endif
|
|
|
|
float borderAlpha = rectColor.g;
|
|
|
|
vec4 innerColor = overlay(backgroundColor, contentColor) * contentAlpha;
|
|
vec4 borderColor = borderColor * borderAlpha;
|
|
|
|
fragColor = (innerColor * (1.0 - borderColor.a) + borderColor) * qt_Opacity;
|
|
}
|