quickshell/src/widgets/shaders/cliprect.frag

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;
}