Files
noctalia-shell/Shaders/frag/rounded_image.frag
ItsLemmy 925bbe7a5e NImageRounded: back to using a custom shader as it looks much better than ClippingRectangle.
It seems ClippingRectangle has issues with fractional pixes.
2025-11-30 11:46:18 -05:00

101 lines
3.3 KiB
GLSL

#version 450
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
// Custom properties with non-conflicting names
float itemWidth;
float itemHeight;
float sourceWidth;
float sourceHeight;
float cornerRadius;
float imageOpacity;
int fillMode;
} ubuf;
// Function to calculate the signed distance from a point to a rounded box
float roundedBoxSDF(vec2 centerPos, vec2 boxSize, float radius) {
vec2 d = abs(centerPos) - boxSize + radius;
return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - radius;
}
void main() {
// Get size from uniforms
vec2 itemSize = vec2(ubuf.itemWidth, ubuf.itemHeight);
vec2 sourceSize = vec2(ubuf.sourceWidth, ubuf.sourceHeight);
float cornerRadius = ubuf.cornerRadius;
float itemOpacity = ubuf.imageOpacity;
int fillMode = ubuf.fillMode;
// Work in pixel space for accurate rounded rectangle calculation
vec2 pixelPos = qt_TexCoord0 * itemSize;
// Calculate distance to rounded rectangle edge (in pixels)
vec2 centerOffset = pixelPos - itemSize * 0.5;
float distance = roundedBoxSDF(centerOffset, itemSize * 0.5, cornerRadius);
// Create smooth alpha mask for edge with anti-aliasing
float alpha = 1.0 - smoothstep(-0.5, 0.5, distance);
// Calculate UV coordinates based on fill mode
vec2 imageUV = qt_TexCoord0;
// fillMode constants from Qt:
// Image.Stretch = 0
// Image.PreserveAspectFit = 1
// Image.PreserveAspectCrop = 2
// Image.Tile = 3
// Image.TileVertically = 4
// Image.TileHorizontally = 5
// Image.Pad = 6
if (fillMode == 2) { // PreserveAspectCrop
// Calculate aspect ratios
float itemAspect = itemSize.x / itemSize.y;
float sourceAspect = sourceSize.x / sourceSize.y;
// Calculate the scale needed to cover the item area
vec2 scale;
if (sourceAspect > itemAspect) {
// Image is wider - fit height, crop sides
scale.y = 1.0;
scale.x = sourceAspect / itemAspect;
} else {
// Image is taller - fit width, crop top/bottom
scale.x = 1.0;
scale.y = itemAspect / sourceAspect;
}
// Apply scale and center
imageUV = (qt_TexCoord0 - 0.5) / scale + 0.5;
} else if (fillMode == 1) { // PreserveAspectFit
float itemAspect = itemSize.x / itemSize.y;
float sourceAspect = sourceSize.x / sourceSize.y;
vec2 scale;
if (sourceAspect > itemAspect) {
// Image is wider - fit width, letterbox top/bottom
scale.x = 1.0;
scale.y = itemAspect / sourceAspect;
} else {
// Image is taller - fit height, letterbox sides
scale.y = 1.0;
scale.x = sourceAspect / itemAspect;
}
imageUV = (qt_TexCoord0 - 0.5) * scale + 0.5;
}
// For Stretch (0) or other modes, use qt_TexCoord0 as-is
// Sample the texture
vec4 color = texture(source, imageUV);
// Apply the rounded mask and opacity
float finalAlpha = color.a * alpha * itemOpacity * ubuf.qt_Opacity;
fragColor = vec4(color.rgb * finalAlpha, finalAlpha);
}