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Diffstat (limited to 'config/picom/shaders/sdf_mask.glsl')
| -rw-r--r-- | config/picom/shaders/sdf_mask.glsl | 131 |
1 files changed, 131 insertions, 0 deletions
diff --git a/config/picom/shaders/sdf_mask.glsl b/config/picom/shaders/sdf_mask.glsl new file mode 100644 index 0000000..3e73770 --- /dev/null +++ b/config/picom/shaders/sdf_mask.glsl @@ -0,0 +1,131 @@ +#version 330 + +in vec2 texcoord; // texture coordinate of the fragment + +uniform sampler2D tex; // texture of the window + + +ivec2 window_size = textureSize(tex, 0); // Size of the window +ivec2 window_center = ivec2(window_size.x/2, window_size.y/2); + +/* +These shaders use a sorta hacky way to use the changing +window opacity you might set on picom.conf animation rules +to perform animations. + +Basically, when a window get's mapped, we make it's alpha +go from 0 to 1, so, using the default_post_processing to get that alpha +we can get a variable going from 0 (start of mapping animation) +to 1 (end of mapping animation) + +You can also set up your alpha value to go from 1 to 0 in picom when +a window is closed, effectively reversing the animations described here +*/ + +// Default window post-processing: +// 1) invert color +// 2) opacity / transparency +// 3) max-brightness clamping +// 4) rounded corners +vec4 default_post_processing(vec4 c); + +// If you have semitransparent windows (like a terminal) +// You can use the below function to add an opacity threshold where the +// animation won't apply. For example, if you had your terminal +// configured to have 0.8 opacity, you'd set the below variable to 0.8 +float max_opacity = 0.8; +float opacity_threshold(float opacity) +{ + // if statement jic? + if (opacity >= max_opacity) + { + return 1.0; + } + else + { + return min(1, opacity/max_opacity); + } + +} + +// NEW anim function: Morphing Distance-Field Mask (Wobbly Circle) +vec4 anim(float progress) { + + vec4 c = texelFetch(tex, ivec2(texcoord), 0); + + // Early exit for fully transparent or fully opaque states + if (progress <= 0.001) { // Beginning of reveal / End of conceal + c.a = 0.0; + return c; + } + if (progress >= 0.999) { // End of reveal / Beginning of conceal + return c; // Original alpha, effect is complete + } + + vec2 p_centered = texcoord - vec2(window_center); // Pixel coords relative to center + + // --- SDF Parameters --- + // Max radius needed to cover the window from the center to a corner + float max_coverage_radius = length(vec2(window_size) * 0.5) * 1.05; // 5% margin + + // Easing for progress (e.g., ease-in: starts slow, speeds up) + float eased_progress = progress * progress; + // float eased_progress = sqrt(progress); // Alternative: ease-out + // float eased_progress = progress; // Alternative: linear + + float base_radius = eased_progress * max_coverage_radius; + + // --- Wobble Parameters --- + float angle = atan(p_centered.y, p_centered.x); // Angle of pixel from center + + float spatial_freq = 7.0; // Number of wobbles around circumference + float wobble_anim_speed = 10.0; // How fast wobbles change with progress + // Wobble amplitude (as a factor of base_radius), decreases as reveal completes + float wobble_amplitude_factor = 0.15 * (1.0 - eased_progress * 0.7); + + // Wobble animation phase based on progress + float wobble_phase = progress * wobble_anim_speed; + + float radius_offset = sin(angle * spatial_freq + wobble_phase) * + base_radius * wobble_amplitude_factor; + + float effective_radius = base_radius + radius_offset; + + // --- SDF Calculation (Circle) --- + // Distance from current pixel to the center of the coordinate system (p_centered) + float dist_from_center = length(p_centered); + // SDF value: negative inside the shape, positive outside + float sdf_value = dist_from_center - effective_radius; + + // --- Alpha Masking --- + float edge_softness = 15.0; // Softness of the mask edge in pixels + + // Create mask: 1.0 inside (visible), 0.0 outside (transparent) + // smoothstep transitions from 0 to 1 as sdf_value goes from 0 to edge_softness + // So, for sdf_value < 0 (inside), mask is 1.0. + // For sdf_value > edge_softness (far outside), mask is 0.0. + float mask = 1.0 - smoothstep(0.0, edge_softness, sdf_value); + + c.a *= mask; // Apply the mask to the original alpha + + return c; +} + +// Default window shader: +// 1) fetch the specified pixel +// 2) apply default post-processing +vec4 window_shader() { + vec4 c = texelFetch(tex, ivec2(texcoord), 0); + c = default_post_processing(c); + float opacity = opacity_threshold(c.w); + if (opacity == 0.0) + { + return c; + } + vec4 anim_c = anim(opacity); + if (anim_c.w < max_opacity) + { + return vec4(0); + } + return default_post_processing(anim_c); +} |
