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131 lines
4.3 KiB
GLSL
131 lines
4.3 KiB
GLSL
#version 330
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in vec2 texcoord; // texture coordinate of the fragment
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uniform sampler2D tex; // texture of the window
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ivec2 window_size = textureSize(tex, 0); // Size of the window
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ivec2 window_center = ivec2(window_size.x/2, window_size.y/2);
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/*
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These shaders use a sorta hacky way to use the changing
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window opacity you might set on picom.conf animation rules
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to perform animations.
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Basically, when a window get's mapped, we make it's alpha
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go from 0 to 1, so, using the default_post_processing to get that alpha
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we can get a variable going from 0 (start of mapping animation)
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to 1 (end of mapping animation)
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You can also set up your alpha value to go from 1 to 0 in picom when
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a window is closed, effectively reversing the animations described here
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*/
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// Default window post-processing:
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// 1) invert color
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// 2) opacity / transparency
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// 3) max-brightness clamping
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// 4) rounded corners
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vec4 default_post_processing(vec4 c);
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// If you have semitransparent windows (like a terminal)
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// You can use the below function to add an opacity threshold where the
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// animation won't apply. For example, if you had your terminal
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// configured to have 0.8 opacity, you'd set the below variable to 0.8
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float max_opacity = 0.8;
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float opacity_threshold(float opacity)
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{
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// if statement jic?
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if (opacity >= max_opacity)
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{
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return 1.0;
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}
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else
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{
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return min(1, opacity/max_opacity);
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}
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}
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// NEW anim function: Morphing Distance-Field Mask (Wobbly Circle)
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vec4 anim(float progress) {
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vec4 c = texelFetch(tex, ivec2(texcoord), 0);
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// Early exit for fully transparent or fully opaque states
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if (progress <= 0.001) { // Beginning of reveal / End of conceal
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c.a = 0.0;
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return c;
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}
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if (progress >= 0.999) { // End of reveal / Beginning of conceal
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return c; // Original alpha, effect is complete
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}
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vec2 p_centered = texcoord - vec2(window_center); // Pixel coords relative to center
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// --- SDF Parameters ---
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// Max radius needed to cover the window from the center to a corner
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float max_coverage_radius = length(vec2(window_size) * 0.5) * 1.05; // 5% margin
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// Easing for progress (e.g., ease-in: starts slow, speeds up)
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float eased_progress = progress * progress;
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// float eased_progress = sqrt(progress); // Alternative: ease-out
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// float eased_progress = progress; // Alternative: linear
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float base_radius = eased_progress * max_coverage_radius;
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// --- Wobble Parameters ---
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float angle = atan(p_centered.y, p_centered.x); // Angle of pixel from center
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float spatial_freq = 7.0; // Number of wobbles around circumference
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float wobble_anim_speed = 10.0; // How fast wobbles change with progress
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// Wobble amplitude (as a factor of base_radius), decreases as reveal completes
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float wobble_amplitude_factor = 0.15 * (1.0 - eased_progress * 0.7);
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// Wobble animation phase based on progress
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float wobble_phase = progress * wobble_anim_speed;
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float radius_offset = sin(angle * spatial_freq + wobble_phase) *
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base_radius * wobble_amplitude_factor;
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float effective_radius = base_radius + radius_offset;
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// --- SDF Calculation (Circle) ---
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// Distance from current pixel to the center of the coordinate system (p_centered)
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float dist_from_center = length(p_centered);
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// SDF value: negative inside the shape, positive outside
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float sdf_value = dist_from_center - effective_radius;
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// --- Alpha Masking ---
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float edge_softness = 15.0; // Softness of the mask edge in pixels
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// Create mask: 1.0 inside (visible), 0.0 outside (transparent)
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// smoothstep transitions from 0 to 1 as sdf_value goes from 0 to edge_softness
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// So, for sdf_value < 0 (inside), mask is 1.0.
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// For sdf_value > edge_softness (far outside), mask is 0.0.
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float mask = 1.0 - smoothstep(0.0, edge_softness, sdf_value);
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c.a *= mask; // Apply the mask to the original alpha
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return c;
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}
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// Default window shader:
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// 1) fetch the specified pixel
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// 2) apply default post-processing
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vec4 window_shader() {
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vec4 c = texelFetch(tex, ivec2(texcoord), 0);
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c = default_post_processing(c);
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float opacity = opacity_threshold(c.w);
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if (opacity == 0.0)
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{
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return c;
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}
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vec4 anim_c = anim(opacity);
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if (anim_c.w < max_opacity)
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{
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return vec4(0);
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}
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return default_post_processing(anim_c);
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}
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