forked from Shinonome/dots-hyprland
stuff
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Executable
+39
@@ -0,0 +1,39 @@
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precision mediump float;
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varying vec2 v_texcoord; // is in 0-1
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uniform sampler2D tex;
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uniform float alpha;
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uniform vec2 topLeft;
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uniform vec2 fullSize;
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uniform float radius;
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uniform int discardOpaque;
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uniform int discardAlpha;
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uniform float discardAlphaValue;
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uniform int applyTint;
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uniform vec3 tint;
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uniform int primitiveMultisample;
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void main() {
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vec4 pixColor = texture2D(tex, v_texcoord);
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
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discard;
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if (discardAlpha == 1 && pixColor[3] <= discardAlphaValue)
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discard;
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if (applyTint == 1) {
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pixColor[0] = pixColor[0] * tint[0];
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pixColor[1] = pixColor[1] * tint[1];
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pixColor[2] = pixColor[2] * tint[2];
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}
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)#" +
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ROUNDED_SHADER_FUNC("pixColor") + R"#(
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gl_FragColor = pixColor * alpha;
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}
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