aboutsummaryrefslogtreecommitdiff
path: root/src/render_helpers/shaders/resize.frag
diff options
context:
space:
mode:
authorIvan Molodetskikh <yalterz@gmail.com>2024-04-22 19:05:11 +0400
committerIvan Molodetskikh <yalterz@gmail.com>2024-04-22 19:05:11 +0400
commit1681ed16d91757d98dc3eb653b970e706ff84b78 (patch)
treeb7822a2b49ecc4f9824b28c3b6c93d50ac2e01eb /src/render_helpers/shaders/resize.frag
parentd4bed7088441f76eb92d35e53c3af4301c6e01d3 (diff)
downloadniri-1681ed16d91757d98dc3eb653b970e706ff84b78.tar.gz
niri-1681ed16d91757d98dc3eb653b970e706ff84b78.tar.bz2
niri-1681ed16d91757d98dc3eb653b970e706ff84b78.zip
Change custom-shader to a prelude-epilogue system
Diffstat (limited to 'src/render_helpers/shaders/resize.frag')
-rw-r--r--src/render_helpers/shaders/resize.frag43
1 files changed, 6 insertions, 37 deletions
diff --git a/src/render_helpers/shaders/resize.frag b/src/render_helpers/shaders/resize.frag
index d77b9163..d1ed30fe 100644
--- a/src/render_helpers/shaders/resize.frag
+++ b/src/render_helpers/shaders/resize.frag
@@ -1,41 +1,10 @@
-#version 100
+vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) {
+ vec3 coords_tex_prev = niri_geo_to_tex_prev * coords_curr_geo;
+ vec4 color_prev = texture2D(niri_tex_prev, coords_tex_prev.st);
-precision mediump float;
+ vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo;
+ vec4 color_next = texture2D(niri_tex_next, coords_tex_next.st);
-varying vec2 v_coords;
-uniform vec2 size;
-
-uniform mat3 input_to_curr_geo;
-uniform mat3 input_to_prev_geo;
-uniform mat3 input_to_next_geo;
-
-uniform sampler2D tex_prev;
-uniform mat3 geo_to_tex_prev;
-
-uniform sampler2D tex_next;
-uniform mat3 geo_to_tex_next;
-
-uniform float progress;
-uniform float clamped_progress;
-
-uniform float alpha;
-
-vec4 crossfade() {
- vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0);
-
- vec3 coords_tex_prev = geo_to_tex_prev * coords_curr_geo;
- vec4 color_prev = texture2D(tex_prev, vec2(coords_tex_prev));
-
- vec3 coords_tex_next = geo_to_tex_next * coords_curr_geo;
- vec4 color_next = texture2D(tex_next, vec2(coords_tex_next));
-
- vec4 color = mix(color_prev, color_next, clamped_progress);
+ vec4 color = mix(color_prev, color_next, niri_clamped_progress);
return color;
}
-
-void main() {
- vec4 color = crossfade();
-
- gl_FragColor = color * alpha;
-}
-