Files
kitty/old-shaders/border.vert.glsl
2026-07-03 09:14:58 +00:00

86 lines
2.4 KiB
GLSL

#version 140
#line 0 7893002
// Return 0 if x < 1 otherwise 1
#define zero_or_one(x) step(1.f, x)
// condition must be zero or one. When 1 thenval is returned otherwise elseval
#define if_one_then(condition, thenval, elseval) mix(elseval, thenval, condition)
// a < b ? thenval : elseval
#define if_less_than(a, b, thenval, elseval) mix(thenval, elseval, step(b, a))
vec4 vec4_premul(vec3 rgb, float a) {
return vec4(rgb * a, a);
}
vec4 vec4_premul(vec4 rgba) {
return vec4(rgba.rgb * rgba.a, rgba.a);
}
#line 0 7893001
#define DEFAULT_BG 0
#define ACTIVE_BORDER_COLOR 1
#define INACTIVE_BORDER_COLOR 2
#define WINDOW_BACKGROUND_PLACEHOLDER 3
#define BELL_BORDER_COLOR 4
#define TAB_BAR_BG_COLOR 5
#define TAB_BAR_MARGIN_COLOR 6
#define TAB_BAR_EDGE_LEFT_COLOR 7
#define TAB_BAR_EDGE_RIGHT_COLOR 8
uniform uint colors[9];
uniform float background_opacity;
uniform float gamma_lut[256];
in vec4 rect; // left, top, right, bottom
in uint rect_color;
out vec4 color_premul;
// indices into the rect vector
const int LEFT = 0;
const int TOP = 1;
const int RIGHT = 2;
const int BOTTOM = 3;
const uint FF = uint(0xff);
const uvec2 pos_map[] = uvec2[4](
uvec2(RIGHT, TOP),
uvec2(RIGHT, BOTTOM),
uvec2(LEFT, BOTTOM),
uvec2(LEFT, TOP)
);
float to_color(uint c) {
return gamma_lut[c & FF];
}
float is_integer_value(uint c, int x) {
return 1. - step(0.5, abs(float(c) - float(x)));
}
vec3 as_color_vector(uint c, int shift) {
return vec3(to_color(c >> shift), to_color(c >> (shift - 8)), to_color(c >> (shift - 16)));
}
void main() {
uvec2 pos = pos_map[gl_VertexID];
gl_Position = vec4(rect[pos.x], rect[pos.y], 0, 1);
vec3 window_bg = as_color_vector(rect_color, 24);
uint rc = rect_color & FF;
vec3 color3 = as_color_vector(colors[rc], 16);
float is_window_bg = is_integer_value(rc, WINDOW_BACKGROUND_PLACEHOLDER); // used by window padding areas
float is_default_bg = is_integer_value(rc, DEFAULT_BG);
color3 = if_one_then(is_window_bg, window_bg, color3);
// Actual border quads and tab bar edge strips must be always drawn opaque
float is_not_a_border = zero_or_one(abs(
(float(rc) - ACTIVE_BORDER_COLOR) * (float(rc) - INACTIVE_BORDER_COLOR) * (float(rc) - BELL_BORDER_COLOR) *
(float(rc) - TAB_BAR_EDGE_LEFT_COLOR) * (float(rc) - TAB_BAR_EDGE_RIGHT_COLOR)
));
float final_opacity = if_one_then(is_not_a_border, background_opacity, 1.);
color_premul = vec4_premul(color3, final_opacity);
}