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authorKent Daleng <lolexplode@gmail.com>2025-08-17 16:05:41 +0200
committerGitHub <noreply@github.com>2025-08-17 17:05:41 +0300
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github wiki replacement / mkdocs-docs (#2147)
* Add wiki based on mkdocs * wording fixes * fix github bg color on narrow * Fix left sidebar section headers being bigger than pages * fix hover accent * fix list rendering on fractional layout * fix videos * fix automatic full links * remove redundant commented css * improve dark mode contrast * update pygments for better child node coloring * update logo * remove blank lines * add systemd language hint --------- Co-authored-by: Ivan Molodetskikh <yalterz@gmail.com>
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+// Your shader must contain one function (see the bottom of this file).
+//
+// It should not contain any uniform definitions or anything else, as niri
+// provides them for you.
+//
+// All symbols defined by niri will have a niri_ prefix, so don't use it for
+// your own variables and functions.
+
+// The function that you must define looks like this:
+vec4 close_color(vec3 coords_geo, vec3 size_geo) {
+ vec4 color = /* ...compute the color... */;
+ return color;
+}
+
+// It takes as input:
+//
+// * coords_geo: coordinates of the current pixel relative to the window
+// geometry.
+//
+// These are homogeneous (the Z component is equal to 1) and scaled in such a
+// way that the 0 to 1 coordinates lie within the window geometry. Pixels
+// outside the window geometry will have coordinates below 0 or above 1.
+//
+// The window geometry is its "visible bounds" from the user's perspective.
+//
+// The shader runs over the full screen area, so you must expect and handle
+// coordinates outside the [0, 1] range. If the window is scrolled off-screen,
+// all of the coordinates to the shader can fall outside the [0, 1] range.
+//
+// * size_geo: size of the window geometry in logical pixels.
+//
+// It is homogeneous (the Z component is equal to 1).
+//
+// The function must return the color of the pixel (with premultiplied alpha).
+// The pixel color will be further processed by niri (for example, to apply the
+// final opacity from window rules).
+
+// Now let's go over the uniforms that niri defines.
+//
+// You should only rely on the uniforms documented here. Any other uniforms can
+// change or be removed without notice.
+
+// The window texture.
+uniform sampler2D niri_tex;
+
+// Matrix that converts geometry coordinates into the window texture
+// coordinates.
+//
+// The window texture can and will go outside the geometry (for client-side
+// decoration shadows for example), which is why this matrix is necessary.
+uniform mat3 niri_geo_to_tex;
+
+
+// Unclamped progress of the animation.
+//
+// Goes from 0 to 1 but may overshoot and oscillate.
+uniform float niri_progress;
+
+// Clamped progress of the animation.
+//
+// Goes from 0 to 1, but will stop at 1 as soon as it first reaches 1. Will not
+// overshoot or oscillate.
+uniform float niri_clamped_progress;
+
+// Random float in [0; 1), consistent for the duration of the animation.
+uniform float niri_random_seed;
+
+// Now let's look at some examples. You can copy everything below this line
+// into your custom-shader to experiment.
+
+// Example: fill the current geometry with a solid vertical gradient and
+// gradually make transparent.
+vec4 solid_gradient(vec3 coords_geo, vec3 size_geo) {
+ vec4 color = vec4(0.0);
+
+ // Paint only the area inside the current geometry.
+ if (0.0 <= coords_geo.x && coords_geo.x <= 1.0
+ && 0.0 <= coords_geo.y && coords_geo.y <= 1.0)
+ {
+ vec4 from = vec4(1.0, 0.0, 0.0, 1.0);
+ vec4 to = vec4(0.0, 1.0, 0.0, 1.0);
+ color = mix(from, to, coords_geo.y);
+ }
+
+ // Make it transparent.
+ color *= (1.0 - niri_clamped_progress);
+
+ return color;
+}
+
+// Example: gradually scale down and make transparent, equivalent to the
+// default closing animation.
+vec4 default_close(vec3 coords_geo, vec3 size_geo) {
+ // Scale down the window.
+ float scale = max(0.0, ((1.0 - niri_clamped_progress) / 5.0 + 0.8));
+ coords_geo = vec3((coords_geo.xy - vec2(0.5)) / scale + vec2(0.5), 1.0);
+
+ // Get color from the window texture.
+ vec3 coords_tex = niri_geo_to_tex * coords_geo;
+ vec4 color = texture2D(niri_tex, coords_tex.st);
+
+ // Make the window transparent.
+ color *= (1.0 - niri_clamped_progress);
+
+ return color;
+}
+
+// Example: make the window 'fall down' with slight rotation.
+vec4 fall_and_rotate(vec3 coords_geo, vec3 size_geo) {
+ // For this shader, set animation curve to linear for best results.
+
+ // Simulate an accelerated fall: square the (linear) progress.
+ float progress = niri_clamped_progress * niri_clamped_progress;
+
+ // Get our rotation pivot point coordinates at the bottom center of the window.
+ vec2 coords = (coords_geo.xy - vec2(0.5, 1.0)) * size_geo.xy;
+
+ // Move the window down to simulate a fall.
+ coords.y -= progress * 200.0;
+
+ // Randomize rotation direction and maximum angle.
+ float random = (niri_random_seed - 0.5) / 2.0;
+ random = sign(random) - random;
+ float max_angle = 0.05 * random;
+
+ // Rotate the window around our pivot point.
+ float angle = progress * max_angle;
+ mat2 rotate = mat2(cos(angle), -sin(angle), sin(angle), cos(angle));
+ coords = rotate * coords;
+
+ // Transform the coordinates back.
+ coords_geo = vec3(coords / size_geo.xy + vec2(0.5, 1.0), 1.0);
+
+ // Sample the window texture.
+ vec3 coords_tex = niri_geo_to_tex * coords_geo;
+ vec4 color = texture2D(niri_tex, coords_tex.st);
+
+ // Multiply by alpha to fade out.
+ return color * (1.0 - niri_clamped_progress);
+}
+
+// This is the function that you must define.
+vec4 close_color(vec3 coords_geo, vec3 size_geo) {
+ // You can pick one of the example functions or write your own.
+ return fall_and_rotate(coords_geo, size_geo);
+}
+