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DankMaterialShell/quickshell/Shaders/frag/connected_chrome.frag
T

72 lines
3.0 KiB
GLSL

#version 450
// Popout-local connected chrome as a signed-distance field: the body rounded
// rect smooth-unioned against the bar-edge half-plane, so the connector
// fillets form analytically — the SDF twin of the old ConnectedShape +
// ConnectedCorner + MultiEffect FBO. Key + ambient shadows sample the same
// field; shadow is masked outside the silhouette.
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float widthPx;
float heightPx;
vec4 surfaceColor; // straight (non-premultiplied) rgba
vec4 shadowColor; // straight rgba; a = 0 disables both shadow terms
vec4 shadowParam; // key: x = blur px, y = spread px, z,w = offset px
vec4 ambientParam; // ambient: x = blur px, y = spread px, z = alpha
vec4 bodyRect; // body rounded rect in item px: x, y, w, h
vec4 cornerRadius; // topLeft, topRight, bottomRight, bottomLeft
vec4 edgeParam; // x = bar side (0 top, 1 bottom, 2 left, 3 right), y = fillet k
} ubuf;
// Per-corner rounded box. r = (topLeft, topRight, bottomRight, bottomLeft).
float sdRoundBox4(vec2 p, vec2 c, vec2 hs, vec4 r) {
p -= c;
float rr = (p.x >= 0.0) ? (p.y >= 0.0 ? r.z : r.y) : (p.y >= 0.0 ? r.w : r.x);
rr = min(rr, min(hs.x, hs.y));
vec2 q = abs(p) - hs + rr;
return min(max(q.x, q.y), 0.0) + length(max(q, vec2(0.0))) - rr;
}
// Circular smooth-min: blends two SDFs with a fillet of radius k.
float smin(float a, float b, float k) {
if (k <= 0.0)
return min(a, b);
return max(k, min(a, b)) - length(max(vec2(k) - vec2(a, b), vec2(0.0)));
}
float sceneDist(vec2 px) {
// Bar edge as a half-plane whose interior lies off-item, on the bar's
// side; only its fillet contribution is visible.
float side = ubuf.edgeParam.x;
float dEdge = side < 0.5 ? px.y
: side < 1.5 ? (ubuf.heightPx - px.y)
: side < 2.5 ? px.x
: (ubuf.widthPx - px.x);
vec2 hs = ubuf.bodyRect.zw * 0.5;
float dBody = sdRoundBox4(px, ubuf.bodyRect.xy + hs, hs, ubuf.cornerRadius);
return smin(dEdge, dBody, ubuf.edgeParam.y);
}
void main() {
vec2 px = qt_TexCoord0 * vec2(ubuf.widthPx, ubuf.heightPx);
float d = sceneDist(px);
float fw = max(fwidth(d), 1e-4);
float cov = 1.0 - smoothstep(-fw, fw, d);
vec4 col = vec4(ubuf.surfaceColor.rgb, 1.0) * cov;
if (ubuf.shadowColor.a > 0.0) {
float dk = sceneDist(px - ubuf.shadowParam.zw) - ubuf.shadowParam.y;
float bk = max(ubuf.shadowParam.x, fw);
float covK = 1.0 - smoothstep(-bk, bk, dk);
float ba = max(ubuf.ambientParam.x, fw);
float covA = 1.0 - smoothstep(-ba, ba, d - ubuf.ambientParam.y);
float sh = 1.0 - (1.0 - covK * ubuf.shadowColor.a) * (1.0 - covA * ubuf.ambientParam.z);
col += vec4(ubuf.shadowColor.rgb, 1.0) * (sh * (1.0 - col.a));
}
fragColor = col * (ubuf.surfaceColor.a * ubuf.qt_Opacity);
}