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Add rounded corners (#9)
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9 changed files with 454 additions and 244 deletions
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@ -4,6 +4,8 @@
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- https://github.com/vaxerski/Hyprland/blob/main/src/render/OpenGL.cpp
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*/
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// TODO: add push / pop_gles2_debug(renderer)?
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#define _POSIX_C_SOURCE 200809L
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#include <assert.h>
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#include <GLES2/gl2.h>
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@ -64,8 +66,57 @@ const GLchar tex_fragment_src_rgba[] =
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"\n"
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"uniform vec2 topLeft;\n"
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"uniform vec2 bottomRight;\n"
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"uniform vec2 fullSize;\n"
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"uniform float radius;\n"
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"\n"
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"uniform int discardOpaque;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n"
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" vec4 pixColor = texture2D(tex, v_texcoord);\n"
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"\n"
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" if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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"\n"
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" vec2 pixCoord = fullSize * v_texcoord;\n"
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"\n"
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" if (pixCoord[0] < topLeft[0]) {\n"
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" // we're close left\n"
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(topLeft, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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" else if (pixCoord[0] > bottomRight[0]) {\n"
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// we're close right
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(bottomRight, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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"\n"
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" gl_FragColor = pixColor * alpha;\n"
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"}\n";
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const GLchar tex_fragment_src_rgbx[] =
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@ -74,7 +125,55 @@ const GLchar tex_fragment_src_rgbx[] =
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"\n"
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"uniform vec2 topLeft;\n"
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"uniform vec2 bottomRight;\n"
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"uniform vec2 fullSize;\n"
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"uniform float radius;\n"
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"\n"
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"uniform int discardOpaque;\n"
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"\n"
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"void main() {\n"
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"\n"
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" if (discardOpaque == 1 && alpha == 1.0) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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"\n"
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" vec2 pixCoord = fullSize * v_texcoord;\n"
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"\n"
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" if (pixCoord[0] < topLeft[0]) {\n"
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// we're close left
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(topLeft, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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" else if (pixCoord[0] > bottomRight[0]) {\n"
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// we're close right
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(bottomRight, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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"\n"
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" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
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"}\n";
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@ -85,8 +184,58 @@ const GLchar tex_fragment_src_external[] =
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"uniform samplerExternalOES texture0;\n"
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"uniform float alpha;\n"
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"\n"
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"uniform vec2 topLeft;\n"
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"uniform vec2 bottomRight;\n"
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"uniform vec2 fullSize;\n"
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"uniform float radius;\n"
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"\n"
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"uniform int discardOpaque;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n"
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"\n"
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" vec4 pixColor = texture2D(texture0, v_texcoord);\n"
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"\n"
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" if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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"\n"
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" vec2 pixCoord = fullSize * v_texcoord;\n"
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"\n"
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" if (pixCoord[0] < topLeft[0]) {\n"
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// we're close left
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(topLeft, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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" else if (pixCoord[0] > bottomRight[0]) {\n"
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// we're close right
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(bottomRight, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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"\n"
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" gl_FragColor = pixColor * alpha;\n"
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"}\n";
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/************************
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@ -207,6 +356,7 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.tex_rgba.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgba.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.tex_rgba.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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prog = link_program(tex_vertex_src, tex_fragment_src_rgbx);
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renderer->shaders.tex_rgbx.program = prog;
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@ -218,6 +368,7 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.tex_rgbx.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_rgbx.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_rgbx.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.tex_rgbx.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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prog = link_program(tex_vertex_src, tex_fragment_src_external);
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renderer->shaders.tex_ext.program = prog;
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@ -229,8 +380,8 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.tex_ext.alpha = glGetUniformLocation(prog, "alpha");
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renderer->shaders.tex_ext.pos_attrib = glGetAttribLocation(prog, "pos");
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renderer->shaders.tex_ext.tex_attrib = glGetAttribLocation(prog, "texcoord");
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renderer->shaders.tex_ext.discardOpaque = glGetUniformLocation(prog, "discardOpaque");
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// TODO: if remove renderer->egl, replace below with r->egl
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wlr_egl_unset_current(renderer->egl);
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sway_log(SWAY_INFO, "GLES2 RENDERER: Shaders Initialized Successfully");
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@ -262,7 +413,7 @@ void fx_renderer_begin(struct fx_renderer *renderer, uint32_t width, uint32_t he
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}
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void fx_renderer_end() {
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// TODO
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}
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void fx_renderer_clear(const float color[static 4]) {
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@ -285,7 +436,7 @@ void fx_renderer_scissor(struct wlr_box *box) {
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bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer,
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struct wlr_texture *wlr_texture, const struct wlr_fbox *box,
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const float matrix[static 9], float alpha) {
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const float matrix[static 9], float alpha, int radius) {
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assert(wlr_texture_is_gles2(wlr_texture));
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struct wlr_gles2_texture_attribs texture_attrs;
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@ -341,6 +492,7 @@ bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer,
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glUniformMatrix3fv(shader->proj, 1, GL_FALSE, gl_matrix);
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glUniform1i(shader->tex, 0);
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glUniform1f(shader->alpha, alpha);
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glUniform1i(shader->discardOpaque, 0); // TODO
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const GLfloat x1 = box->x / wlr_texture->width;
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const GLfloat y1 = box->y / wlr_texture->height;
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@ -353,6 +505,23 @@ bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer,
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x1, y2, // bottom left
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};
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glUniform2f(
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glGetUniformLocation(shader->program, "topLeft"),
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radius,
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radius
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);
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glUniform2f(
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glGetUniformLocation(shader->program, "bottomRight"),
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wlr_texture->width - radius,
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wlr_texture->height - radius
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);
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glUniform2f(
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glGetUniformLocation(shader->program, "fullSize"),
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wlr_texture->width,
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wlr_texture->height
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);
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glUniform1f(glGetUniformLocation(shader->program, "radius"), radius);
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glVertexAttribPointer(shader->pos_attrib, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glVertexAttribPointer(shader->tex_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
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@ -370,14 +539,14 @@ bool fx_render_subtexture_with_matrix(struct fx_renderer *renderer,
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}
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bool fx_render_texture_with_matrix(struct fx_renderer *renderer,
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struct wlr_texture *wlr_texture, const float matrix[static 9], float alpha) {
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struct wlr_texture *wlr_texture, const float matrix[static 9], float alpha, int radius) {
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struct wlr_fbox box = {
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.x = 0,
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.y = 0,
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.width = wlr_texture->width,
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.height = wlr_texture->height,
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};
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return fx_render_subtexture_with_matrix(renderer, wlr_texture, &box, matrix, alpha);
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return fx_render_subtexture_with_matrix(renderer, wlr_texture, &box, matrix, alpha, radius);
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}
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void fx_render_rect(struct fx_renderer *renderer, const struct wlr_box *box, const float color[static 4], const float projection[static 9]) {
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