precision highp float; #if defined(DEBUG_FLAGS) uniform float niri_tint; #endif uniform float niri_alpha; uniform float niri_scale; uniform vec2 niri_size; varying vec2 niri_v_coords; uniform vec4 shadow_color; uniform float sigma; uniform mat3 input_to_geo; uniform vec2 geo_size; uniform vec4 corner_radius; uniform mat3 window_input_to_geo; uniform vec2 window_geo_size; uniform vec4 window_corner_radius; // Based on: https://madebyevan.com/shaders/fast-rounded-rectangle-shadows/ // // License: CC0 (http://creativecommons.org/publicdomain/zero/1.0/) // A standard gaussian function, used for weighting samples float gaussian(float x, float sigma) { const float pi = 3.141592653589793; return exp(-(x * x) / (2.0 * sigma * sigma)) / (sqrt(2.0 * pi) * sigma); } // This approximates the error function, needed for the gaussian integral vec2 erf(vec2 x) { vec2 s = sign(x), a = abs(x); x = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a; x *= x; return s - s / (x * x); } // Return the blurred mask along the x dimension float roundedBoxShadowX(float x, float y, float sigma, float corner, vec2 halfSize) { float delta = min(halfSize.y - corner - abs(y), 0.0); float curved = halfSize.x - corner + sqrt(max(0.0, corner * corner - delta * delta)); vec2 integral = 0.5 + 0.5 * erf((x + vec2(-curved, curved)) * (sqrt(0.5) / sigma)); return integral.y - integral.x; } // Return the mask for the shadow of a box from lower to upper float roundedBoxShadow(vec2 lower, vec2 upper, vec2 point, float sigma, float corner) { // Center everything to make the math easier vec2 center = (lower + upper) * 0.5; vec2 halfSize = (upper - lower) * 0.5; point -= center; // The signal is only non-zero in a limited range, so don't waste samples float low = point.y - halfSize.y; float high = point.y + halfSize.y; float start = clamp(-3.0 * sigma, low, high); float end = clamp(3.0 * sigma, low, high); // Accumulate samples (we can get away with surprisingly few samples) float step = (end - start) / 4.0; float y = start + step * 0.5; float value = 0.0; for (int i = 0; i < 4; i++) { value += roundedBoxShadowX(point.x, point.y - y, sigma, corner, halfSize) * gaussian(y, sigma) * step; y += step; } return value; } float rounding_alpha(vec2 coords, vec2 size, vec4 corner_radius) { vec2 center; float radius; if (coords.x < corner_radius.x && coords.y < corner_radius.x) { radius = corner_radius.x; center = vec2(radius, radius); } else if (size.x - corner_radius.y < coords.x && coords.y < corner_radius.y) { radius = corner_radius.y; center = vec2(size.x - radius, radius); } else if (size.x - corner_radius.z < coords.x && size.y - corner_radius.z < coords.y) { radius = corner_radius.z; center = vec2(size.x - radius, size.y - radius); } else if (coords.x < corner_radius.w && size.y - corner_radius.w < coords.y) { radius = corner_radius.w; center = vec2(radius, size.y - radius); } else { return 1.0; } float dist = distance(coords, center); float half_px = 0.5 / niri_scale; return 1.0 - smoothstep(radius - half_px, radius + half_px, dist); } void main() { vec3 coords_geo = input_to_geo * vec3(niri_v_coords, 1.0); vec3 coords_window_geo = window_input_to_geo * vec3(niri_v_coords, 1.0); vec4 color = shadow_color; float shadow_value; if (sigma < 0.1) { // With low enough sigma just draw a rounded rectangle. shadow_value = rounding_alpha(coords_geo.xy, geo_size, corner_radius); } else { shadow_value = roundedBoxShadow( vec2(0.0, 0.0), geo_size, coords_geo.xy, sigma, // FIXME: figure out how to blur with different corner radii. // // GTK seems to call blurring separately for the rect and for the 4 corners: // https://gitlab.gnome.org/GNOME/gtk/-/blob/gtk-4-16/gsk/gpu/shaders/gskgpuboxshadow.glsl corner_radius.x ); } color = color * shadow_value; // Cut out the inside of the window geometry if requested. if (window_geo_size != vec2(0.0, 0.0)) { if (0.0 <= coords_window_geo.x && coords_window_geo.x <= window_geo_size.x && 0.0 <= coords_window_geo.y && coords_window_geo.y <= window_geo_size.y) { float alpha = rounding_alpha(coords_window_geo.xy, window_geo_size, window_corner_radius); color = color * (1.0 - alpha); } } color = color * niri_alpha; #if defined(DEBUG_FLAGS) if (niri_tint == 1.0) color = vec4(0.0, 0.2, 0.0, 0.2) + color * 0.8; #endif gl_FragColor = color; }