diff options
Diffstat (limited to 'wiki')
| -rw-r--r-- | wiki/Configuration:-Animations.md | 22 | ||||
| -rw-r--r-- | wiki/examples/resize-custom-shader.frag | 129 |
2 files changed, 77 insertions, 74 deletions
diff --git a/wiki/Configuration:-Animations.md b/wiki/Configuration:-Animations.md index 8c933fdd..440d10fa 100644 --- a/wiki/Configuration:-Animations.md +++ b/wiki/Configuration:-Animations.md @@ -234,31 +234,23 @@ See [this example shader](./examples/resize-custom-shader.frag) for a full docum If a custom shader fails to compile, niri will print a warning and fall back to the default, or previous successfully compiled shader. -> [!NOTE] +> [!WARNING] > > Custom shaders do not have a backwards compatibility guarantee. > I may need to change their interface as I'm developing new features. +Example: resize will show the next (after resize) window texture right away, stretched to the current geometry. + ``` animations { window-resize { spring damping-ratio=1.0 stiffness=800 epsilon=0.0001 custom-shader r" - #version 100 - precision mediump float; - - varying vec2 v_coords; - uniform mat3 input_to_curr_geo; - uniform sampler2D tex_next; - uniform mat3 geo_to_tex_next; - uniform float alpha; - - void main() { - vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0); - vec3 coords_tex_next = geo_to_tex_next * coords_curr_geo; - vec4 color = texture2D(tex_next, vec2(coords_tex_next)); - gl_FragColor = color * alpha; + vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) { + vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo; + vec4 color = texture2D(niri_tex_next, coords_tex_next.st); + return color; } " } diff --git a/wiki/examples/resize-custom-shader.frag b/wiki/examples/resize-custom-shader.frag index 2ac93738..eb312554 100644 --- a/wiki/examples/resize-custom-shader.frag +++ b/wiki/examples/resize-custom-shader.frag @@ -1,72 +1,87 @@ -#version 100 - -precision mediump float; - -// Coordinates of the current pixel. +// Your shader must contain one function (see the bottom of this file). // -// These range from 0 to 1 over the whole area of the shader. The location and -// the size of the area are unspecified, but niri will make it large enough to -// accomodate a crossfade. +// It should not contain any uniform definitions or anything else, as niri +// provides them for you. // -// You very likely want to convert these coordinates to geometry coordinates -// before using them (see below). -varying vec2 v_coords; +// All symbols defined by niri will have a niri_ prefix, so don't use it for +// your own variables and functions. -// Pixel size of the whole area of the shader. -uniform vec2 size; +// The function that you must define looks like this: +vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) { + vec4 color = /* ...compute the color... */; + return color; +} -// Matrix that converts the input v_coords into coordinates inside the current +// It takes as input: +// +// * coords_curr_geo: coordinates of the current pixel relative to the current // 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 current window geometry (in +// the middle of a resize). 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. -// After applying this matrix, the 0 to 1 coordinate range will correspond to -// the current geometry (in the middle of a resize), and pixels outside the -// geometry will have coordinates below 0 or above 1. -uniform mat3 input_to_curr_geo; - -// Matrix that converts the input v_coords into coordinates inside the previous -// (before resize) window geometry. -uniform mat3 input_to_prev_geo; +// +// The shader runs over an area of unspecified size and location, so you must +// expect and handle coordinates outside the [0, 1] range. The area will be +// large enough to accomodate a crossfade effect. +// +// * size_curr_geo: size of the current window geometry in physical 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). -// Matrix that converts the input v_coords into coordinates inside the next -// (after resize) window geometry. -uniform mat3 input_to_next_geo; +// Now let's go over the uniforms that niri defines. // Previous (before resize) window texture. -uniform sampler2D tex_prev; +uniform sampler2D niri_tex_prev; // Matrix that converts geometry coordinates into the previous 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 geo_to_tex_prev; +uniform mat3 niri_geo_to_tex_prev; // Next (after resize) window texture. -uniform sampler2D tex_next; +uniform sampler2D niri_tex_next; // Matrix that converts geometry coordinates into the next window texture // coordinates. -uniform mat3 geo_to_tex_next; +uniform mat3 niri_geo_to_tex_next; + + +// Matrix that converts coords_curr_geo into coordinates inside the previous +// (before resize) window geometry. +uniform mat3 niri_curr_geo_to_prev_geo; + +// Matrix that converts coords_curr_geo into coordinates inside the next +// (after resize) window geometry. +uniform mat3 niri_curr_geo_to_next_geo; + // Unclamped progress of the resize. // // Goes from 0 to 1 but may overshoot and oscillate. -uniform float progress; +uniform float niri_progress; // Clamped progress of the resize. // // Goes from 0 to 1, but will stop at 1 as soon as it first reaches 1. Will not // overshoot or oscillate. -uniform float clamped_progress; +uniform float niri_clamped_progress; -// Additional opacity to apply to the final color. -uniform float alpha; +// 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. -vec4 solid_gradient() { - vec3 coords = input_to_curr_geo * vec3(v_coords, 1.0); - +vec4 solid_gradient(vec3 coords_curr_geo, vec3 size_curr_geo) { + vec3 coords = coords_curr_geo; vec4 color = vec4(0.0); // Paint only the area inside the current geometry. @@ -83,35 +98,33 @@ vec4 solid_gradient() { // Example: crossfade between previous and next texture, stretched to the // current geometry. -vec4 crossfade() { - vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0); +vec4 crossfade(vec3 coords_curr_geo, vec3 size_curr_geo) { + // Convert coordinates into the texture space for sampling. + vec3 coords_tex_prev = niri_geo_to_tex_prev * coords_curr_geo; + vec4 color_prev = texture2D(niri_tex_prev, coords_tex_prev.st); - vec3 coords_tex_prev = geo_to_tex_prev * coords_curr_geo; - vec4 color_prev = texture2D(tex_prev, vec2(coords_tex_prev)); + // Convert coordinates into the texture space for sampling. + vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo; + vec4 color_next = texture2D(niri_tex_next, coords_tex_next.st); - 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; } // Example: next texture, stretched to the current geometry. -vec4 stretch_next() { - vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0); - vec3 coords_tex_next = geo_to_tex_next * coords_curr_geo; - vec4 color = texture2D(tex_next, vec2(coords_tex_next)); +vec4 stretch_next(vec3 coords_curr_geo, vec3 size_curr_geo) { + vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo; + vec4 color = texture2D(niri_tex_next, coords_tex_next.st); return color; } // Example: next texture, stretched to the current geometry if smaller, and // cropped if bigger. -vec4 stretch_or_crop_next() { - vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0); - vec3 coords_next_geo = input_to_next_geo * vec3(v_coords, 1.0); +vec4 stretch_or_crop_next(vec3 coords_curr_geo, vec3 size_curr_geo) { + vec3 coords_next_geo = niri_curr_geo_to_next_geo * coords_curr_geo; - vec3 coords_stretch = geo_to_tex_next * coords_curr_geo; - vec3 coords_crop = geo_to_tex_next * coords_next_geo; + vec3 coords_stretch = niri_geo_to_tex_next * coords_curr_geo; + vec3 coords_crop = niri_geo_to_tex_next * coords_next_geo; // If the crop coord is smaller than the stretch coord, then the next // texture size is bigger than the current geometry, which means that we @@ -122,7 +135,7 @@ vec4 stretch_or_crop_next() { if (coords_crop.y < coords_stretch.y) coords.y = coords_crop.y; - vec4 color = texture2D(tex_next, vec2(coords)); + vec4 color = texture2D(niri_tex_next, coords.st); // However, when we crop, we also want to crop out anything outside the // current geometry. This is because the area of the shader is unspecified @@ -142,11 +155,9 @@ vec4 stretch_or_crop_next() { return color; } -// The main entry point of the shader. -void main() { +// This is the function that you must define. +vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) { // You can pick one of the example functions or write your own. - vec4 color = stretch_or_crop_next(); - - gl_FragColor = color * alpha; + return stretch_or_crop_next(coords_curr_geo, size_curr_geo); } |
