#define PI 3.14159 #define TAU 6.28319 #define WIDTH 3. #define RADIUS 1. #define WIPE_DURATION .2 #define BORDER_LOOPS 3. #define FADE_ITS 2. vec4 gradi(float pos, vec4 bg, vec4 fg, float fac, float mask) { if (mask < 0.2) { return bg; } vec4 trans = vec4(0.); vec4 purple = vec4(0.45, 0.13, 0.49, 1.0) * vec4(mask); vec4 blue = vec4(0.25, 0.74, 0.81, 1.0) * vec4(mask); vec4 white = vec4(mask); float mult = 4. * fac; if (pos <= 0.125) { return mix(bg, purple, max(0., pos * mult)); } else if (pos <= 0.25) { return mix(purple, blue, (pos * mult) - 1.); } else if (pos <= 0.5) { return mix(blue, white, (pos * mult) - 2.); } else { return fg; } } // from niri source code: https://github.com/YaLTeR/niri/blob/f30db163b5748e8cf95c05aba77d0d3736f40543/src/render_helpers/shaders/border.frag#L211-L234 float rounding_alpha(vec2 coords, vec2 size, vec4 corner_radius) { vec2 center; float radius; if (coords.x < corner_radius.x && coords.y < corner_radius.x) { radius = corner_radius.x; center = vec2(radius, radius); } else if (size.x - corner_radius.y < coords.x && coords.y < corner_radius.y) { radius = corner_radius.y; center = vec2(size.x - radius, radius); } else if (size.x - corner_radius.z < coords.x && size.y - corner_radius.z < coords.y) { radius = corner_radius.z; center = vec2(size.x - radius, size.y - radius); } else if (coords.x < corner_radius.w && size.y - corner_radius.w < coords.y) { radius = corner_radius.w; center = vec2(radius, size.y - radius); } else { return 1.0;// } float dist = distance(coords, center); float half_px = 0.5; return 1.0 - smoothstep(radius - half_px, radius + half_px, dist); } vec4 open_color(vec3 coords_geo, vec3 size_geo) { vec4 bg1 = vec4(.1, .1, .18, 1.0); vec4 bg2 = vec4(.09, .05, .11, 1.0); vec3 coords_tex = niri_geo_to_tex * coords_geo; vec4 color = texture2D(niri_tex, coords_tex.st); float pi = radians(180.); if (0.0 <= coords_geo.x && coords_geo.x <= 1.0 && 0.0 <= coords_geo.y && coords_geo.y <= 1.0) { float pos = (coords_tex.x - ((1. / WIPE_DURATION) * niri_clamped_progress) * 2.) + 1.; vec2 coords = (coords_geo.xy - vec2(0.5, 0.5)) * size_geo.xy * 2.0; vec2 coords_abs = coords_geo.xy * size_geo.xy; float border_a = 1.; border_a *= rounding_alpha( coords_abs.xy, size_geo.xy, vec4(RADIUS + WIDTH) ); vec4 bg = mix(bg1, bg2, length(coords_tex.xy - vec2(1., 0.))) * border_a; color = gradi(pos, color, bg, 2.0, border_a); float angle = (atan(coords.y, coords.x) + PI) / TAU; float spinny_angle = mod((angle + niri_clamped_progress * BORDER_LOOPS), 1.0) / 2.; vec2 border = WIDTH / size_geo.xy; float temp = border_a; float round_a = 1. - rounding_alpha( coords_abs.xy - WIDTH, size_geo.xy - WIDTH * 2., vec4(RADIUS) ); if (coords_geo.x <= border.x || coords_geo.x >= (1. - border.x) || coords_geo.y <= border.y || coords_geo.y >= (1. - border.y)) { border_a *= round_a; } float rest = 0.; if (border_a + temp == 1.) { rest = 1.; } border_a *= round_a; border_a += rest; vec4 grad = gradi( spinny_angle, vec4(.48, .37, .5, 1.), vec4(1., 0., 0., 1.), 2.0, // DO NOT TOUCH border_a ); if ((1. - niri_clamped_progress) < FADE_ITS / BORDER_LOOPS) { border_a *= (1. - niri_clamped_progress) / (FADE_ITS / BORDER_LOOPS); } color = mix(color, grad, border_a); } return color; }