aboutsummaryrefslogtreecommitdiff
path: root/src/render_helpers/shaders/border.frag
blob: 522ab7c43e3b94f0f2f55463796ed5be2fd7d7d5 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
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 float colorspace;
uniform float hue_interpolation;
uniform vec4 color_from;
uniform vec4 color_to;
uniform vec2 grad_offset;
uniform float grad_width;
uniform vec2 grad_vec;

uniform mat3 input_to_geo;
uniform vec2 geo_size;
uniform vec4 outer_radius;
uniform float border_width;

vec4 premul_rect(vec4 color) {
    color.rgb *= color.a;
    return color;
}

vec4 premul_lch(vec4 color) {
    color.xy *= color.a;
    return color;
}

vec4 unpremul_rect(vec4 color) {
    if (color.a == 0.0)
        return color;

    color.rgb /= color.a;
    return color;
}

vec4 unpremul_lch(vec4 color) {
    if (color.a == 0.0)
        return color;

    color.xy /= color.a;
    return color;
}

vec4 premul_mix_unpremul_rect(vec4 color1, vec4 color2, float ratio) {
    vec4 mixed = mix(premul_rect(color1), premul_rect(color2), ratio);
    return unpremul_rect(mixed);
}

vec4 premul_mix_unpremul_lch(vec4 color1, vec4 color2, float ratio) {
    vec4 mixed = mix(premul_lch(color1), premul_lch(color2), ratio);
    return unpremul_lch(mixed);
}

vec3 srgb_to_linear(vec3 color) {
    return pow(color, vec3(2.2));
}

vec3 linear_to_srgb(vec3 color) {
    return pow(color, vec3(1.0 / 2.2));
}

vec3 lab_to_lch(vec3 color) {
    float c = sqrt(pow(color.y, 2.0) + pow(color.z, 2.0));
    float h = degrees(atan(color.z, color.y)) ;
    h += h <= 0.0 ?
        360.0 :
        0.0 ;
    return vec3(
        color.x,
        c,
        h
    );
}

vec3 lch_to_lab(vec3 color) {
    float a = color.y * clamp(cos(radians(color.z)), -1.0, 1.0);
    float b = color.y * clamp(sin(radians(color.z)), -1.0, 1.0);
    return vec3(
        color.x,
        a,
        b
    );
}

vec3 linear_to_oklab(vec3 color){
    mat3 rgb_to_lms = mat3(
        vec3(0.4122214708, 0.5363325363, 0.0514459929),
        vec3(0.2119034982, 0.6806995451, 0.1073969566),
        vec3(0.0883024619, 0.2817188376, 0.6299787005)
    );
    mat3 lms_to_oklab = mat3(
        vec3(0.2104542553, 0.7936177850, -0.0040720468),
        vec3(1.9779984951, -2.4285922050, 0.4505937099),
        vec3(0.0259040371, 0.7827717662, -0.8086757660)
    );
    vec3 lms = color * rgb_to_lms;
    lms = pow(lms, vec3(1.0 / 3.0));
    return lms * lms_to_oklab;
}

vec3 oklab_to_linear(vec3 color){
    mat3 oklab_to_lms = mat3(
        vec3(1.0, 0.3963377774, 0.2158037573),
        vec3(1.0, -0.1055613458, -0.0638541728),
        vec3(1.0, -0.0894841775, -1.2914855480)
    );
    mat3 lms_to_rgb = mat3(
        vec3(4.0767416621, -3.3077115913, 0.2309699292),
        vec3(-1.2684380046, 2.6097574011, -0.3413193965),
        vec3(-0.0041960863, -0.7034186147, 1.7076147010)
    );
    vec3 lms = color * oklab_to_lms;
    lms = pow(lms, vec3(3.0));
    return lms * lms_to_rgb;
}

vec4 color_mix(vec4 color1, vec4 color2, float color_ratio) {
    vec4 color_out;

    // srgb
    if (colorspace == 0.0) {
        return mix(premul_rect(color1), premul_rect(color2), color_ratio);
    }

    color1.rgb = srgb_to_linear(color1.rgb);
    color2.rgb = srgb_to_linear(color2.rgb);

    // srgb-linear
    if (colorspace == 1.0) {
        color_out = premul_mix_unpremul_rect(color1, color2, color_ratio);
    // oklab
    } else if (colorspace == 2.0) {
        color1.xyz = linear_to_oklab(color1.rgb);
        color2.xyz = linear_to_oklab(color2.rgb);
        color_out = premul_mix_unpremul_rect(color1, color2, color_ratio);
        color_out.rgb = oklab_to_linear(color_out.xyz);
    // oklch
    } else if (colorspace == 3.0) {
        color1.xyz = lab_to_lch(linear_to_oklab(color1.rgb));
        color2.xyz = lab_to_lch(linear_to_oklab(color2.rgb));
        color_out = premul_mix_unpremul_lch(color1, color2, color_ratio);

        float min_hue = min(color1.z, color2.z);
        float max_hue = max(color1.z, color2.z);
        float path_direct_distance = (max_hue - min_hue) * color_ratio;
        float path_mod_distance = (360.0 - max_hue + min_hue) * color_ratio;

        float path_mod =
            color1.z == min_hue ?
                mod(color1.z - path_mod_distance, 360.0) :
                mod(color1.z + path_mod_distance, 360.0) ;
        float path_direct =
            color1.z == min_hue ?
                color1.z + path_direct_distance :
                color1.z - path_direct_distance ;

        // shorter
        if (hue_interpolation == 0.0) {
            color_out.z =
                max_hue - min_hue > 360.0 - max_hue + min_hue ?
                    path_mod :
                    path_direct ;
        // longer
        } else if (hue_interpolation == 1.0) {
            color_out.z =
                max_hue - min_hue <= 360.0 - max_hue + min_hue ?
                    path_mod :
                    path_direct ;
        // increasing
        } else if (hue_interpolation == 2.0) {
            color_out.z =
                color1.z > color2.z ?
                    path_mod :
                    path_direct ;
        // decreasing
        } else if (hue_interpolation == 3.0) {
            color_out.z =
                color1.z <= color2.z ?
                    path_mod :
                    path_direct ;
        }
        color_out.rgb = clamp(oklab_to_linear(lch_to_lab(color_out.xyz)), 0.0, 1.0);
    }

    return premul_rect(vec4(linear_to_srgb(color_out.rgb), color_out.a));
}

vec4 gradient_color(vec2 coords) {
    coords = coords + grad_offset;

    if ((grad_vec.x < 0.0 && 0.0 <= grad_vec.y) || (0.0 <= grad_vec.x && grad_vec.y < 0.0))
        coords.x -= grad_width;

    float frac = dot(coords, grad_vec) / dot(grad_vec, grad_vec);

    if (grad_vec.y < 0.0)
        frac += 1.0;

    frac = clamp(frac, 0.0, 1.0);
    return color_mix(color_from, color_to, frac);
}

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 -