1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
|
// GLSL port of winaviation-tweaks/liquidass LiquidAssBackboardd/Tweak.mm kShaderSrc.
// The sampling and blur pass are adapted for Blur my Shell's Clutter pipeline.
uniform sampler2D tex;
uniform float width;
uniform float height;
uniform float strength;
uniform float blur_radius;
uniform float edge_size;
uniform float falloff;
uniform float corner_radius;
uniform float rim_width;
uniform float rgb_fringing;
uniform float gloss;
uniform float tint;
uniform float tint_r;
uniform float tint_g;
uniform float tint_b;
uniform float tint_a;
uniform float backdrop_zoom;
uniform float shadow;
uniform int texture_repeat;
uniform int blur_direction;
uniform int private_pass;
uniform float clip_x0;
uniform float clip_y0;
uniform float clip_width;
uniform float clip_height;
uniform float opacity_factor;
const float PI = 3.14159265;
const float REFRACTIVE_INDEX = 1.52;
const float DISPERSION_SCALE = 20.0;
const float kDispersionRedIndex = 0.98;
const float kDispersionGreenIndex = 1.00;
const float kDispersionBlueIndex = 1.02;
float surfaceConvexSquircle(float x) {
return pow(1.0 - pow(1.0 - x, 4.0), 0.25);
}
vec2 refractRay(vec2 normal, float eta) {
float cosI = -normal.y;
float k = 1.0 - eta * eta * (1.0 - cosI * cosI);
if (k < 0.0)
return vec2(0.0);
float kSqrt = sqrt(k);
return vec2(
-(eta * cosI + kSqrt) * normal.x,
eta - (eta * cosI + kSqrt) * normal.y
);
}
float rawRefraction(float bezelRatio, float glassThickness, float bezelWidth, float eta) {
float x = clamp(bezelRatio, 0.05, 0.95);
float y = surfaceConvexSquircle(x);
float y2 = surfaceConvexSquircle(x + 0.001);
float deriv = (y2 - y) / 0.001;
float mag = sqrt(deriv * deriv + 1.0);
vec2 n = vec2(-deriv / mag, -1.0 / mag);
vec2 r = refractRay(n, eta);
if (length(r) < 0.0001 || abs(r.y) < 0.0001)
return 0.0;
float remaining = y * bezelWidth + glassThickness;
return r.x * (remaining / r.y);
}
float displacementAtRatio(float bezelRatio, float glassThickness, float bezelWidth, float eta) {
float peak = rawRefraction(0.05, glassThickness, bezelWidth, eta);
if (abs(peak) < 0.0001)
return 0.0;
float raw = rawRefraction(bezelRatio, glassThickness, bezelWidth, eta);
float norm = raw / peak;
float profileFalloff = 1.0 - smoothstep(0.0, 1.0, bezelRatio);
return norm * profileFalloff;
}
float fresnelAtRatio(float bezelRatio, float refractiveIndex) {
float x = clamp(bezelRatio, 0.02, 0.98);
float y0 = surfaceConvexSquircle(max(0.001, x - 0.001));
float y1 = surfaceConvexSquircle(min(0.999, x + 0.001));
float slope = (y1 - y0) / 0.002;
float cosTheta = inversesqrt(1.0 + slope * slope);
float f0Base = (refractiveIndex - 1.0) / (refractiveIndex + 1.0);
float f0 = f0Base * f0Base;
float grazing = pow(1.0 - clamp(cosTheta, 0.0, 1.0), 5.0);
float fresnel = f0 + (1.0 - f0) * grazing;
return fresnel * (1.0 - smoothstep(0.0, 1.0, bezelRatio));
}
float dispersionOffsetScale(float channelIndex, float strengthValue) {
return 1.0 - (channelIndex - 1.0) * strengthValue;
}
float luminance(vec3 color) {
return dot(color, vec3(0.2126, 0.7152, 0.0722));
}
vec2 clampUV(vec2 uv) {
vec2 px = vec2(1.5 / width, 1.5 / height);
return clamp(uv, px, vec2(1.0) - px);
}
vec2 resolveUV(vec2 uv) {
if (texture_repeat == 1) {
vec2 mirrored = abs(fract(uv * 0.5) * 2.0 - 1.0);
return clampUV(mirrored);
}
return clampUV(uv);
}
vec4 sampleBackdrop(vec2 uv) {
return texture2D(tex, resolveUV(uv));
}
vec4 sampleGlassBackdrop(vec2 uv) {
if (blur_radius <= 0.01)
return sampleBackdrop(uv);
float sigma = max(0.1, blur_radius * 0.5);
float pixelStep = blur_direction == 1 ? 1.0 / width : 1.0 / height;
vec2 direction = vec2(float(blur_direction), 1.0 - float(blur_direction));
vec3 gauss;
gauss.x = 1.0 / (sqrt(2.0 * PI) * sigma);
gauss.y = exp(-0.5 / (sigma * sigma));
gauss.z = gauss.y * gauss.y;
vec4 accum = sampleBackdrop(uv) * gauss.x;
float weightSum = gauss.x;
gauss.xy *= gauss.yz;
int radius = int(ceil(1.5 * sigma)) * 2;
for (int i = 1; i <= radius; i += 2) {
float subtotal = gauss.x;
gauss.xy *= gauss.yz;
subtotal += gauss.x;
float gaussRatio = gauss.x / subtotal;
float offset = float(i) + gaussRatio;
vec2 uvOffset = direction * offset * pixelStep;
accum += sampleBackdrop(uv + uvOffset) * subtotal;
accum += sampleBackdrop(uv - uvOffset) * subtotal;
weightSum += subtotal * 2.0;
gauss.xy *= gauss.yz;
}
return accum / weightSum;
}
vec4 tintFallbackSample() {
return vec4(vec3(tint_r, tint_g, tint_b), 1.0);
}
vec4 sampleOrTintFallback(vec2 uv) {
vec4 sample = sampleGlassBackdrop(uv);
return sample.a < 0.01 ? tintFallbackSample() : sample;
}
float roundedBoxDistance(vec2 p, vec2 halfSize, float radius) {
radius = min(radius, min(halfSize.x, halfSize.y));
vec2 q = abs(p) - halfSize + vec2(radius);
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
}
float squircleCornerDistance(vec2 p, vec2 halfSize, float radius) {
const float continuousCornerExtent = 1.528;
vec2 extent = min(vec2(radius * continuousCornerExtent), halfSize);
vec2 core = max(halfSize - extent, vec2(0.0));
vec2 q = abs(p) - core;
vec2 corner = max(q, vec2(0.0));
vec2 normalized = corner / max(extent, vec2(0.001));
float superLength = pow(pow(normalized.x, 4.0) + pow(normalized.y, 4.0), 0.25);
if (q.x <= 0.0 && q.y <= 0.0)
return -min(halfSize.x - abs(p.x), halfSize.y - abs(p.y));
return (superLength - 1.0) * min(extent.x, extent.y);
}
struct EdgeInfo {
float distance;
float alpha;
vec2 dir;
};
EdgeInfo estimateAnalyticEdge(vec2 px, vec2 halfSize, float radius, float shortest) {
vec2 p = px - halfSize;
float signedDistance;
vec2 core;
if (radius >= shortest * 0.49 || radius < 0.5) {
core = max(halfSize - vec2(radius), vec2(0.0));
signedDistance = roundedBoxDistance(p, halfSize, radius);
} else {
const float continuousCornerExtent = 1.528;
vec2 extent = min(vec2(radius * continuousCornerExtent), halfSize);
core = max(halfSize - extent, vec2(0.0));
signedDistance = squircleCornerDistance(p, halfSize, radius);
}
EdgeInfo info;
info.distance = max(0.0, -signedDistance);
info.alpha = clamp(1.0 - max(0.0, signedDistance), 0.0, 1.0);
vec2 cornerDelta = max(abs(p) - core, vec2(0.0));
vec2 normalDelta;
if (radius < shortest * 0.49 && radius >= 0.5 &&
cornerDelta.x > 0.0 && cornerDelta.y > 0.0) {
normalDelta = sign(p) * pow(cornerDelta, vec2(3.0));
} else {
vec2 nearestCore = clamp(p, -core, core);
normalDelta = p - nearestCore;
}
float normalLength = length(normalDelta);
if (normalLength > 0.001) {
info.dir = normalDelta / normalLength;
} else {
vec2 lensPx = px;
float dL = lensPx.x;
float dR = halfSize.x * 2.0 - lensPx.x;
float dT = lensPx.y;
float dB = halfSize.y * 2.0 - lensPx.y;
float dm = min(min(dL, dR), min(dT, dB));
info.dir = vec2(
(dL < dR && dL == dm) ? -1.0 : (dR <= dL && dR == dm) ? 1.0 : 0.0,
(dT < dB && dT == dm) ? -1.0 : (dB <= dT && dB == dm) ? 1.0 : 0.0
);
}
return info;
}
vec2 backdropSampleUV(vec2 sampleUV, vec2 displacementPx) {
vec2 displaced = sampleUV + displacementPx / vec2(width, height);
float zoom = max(backdrop_zoom, 0.01);
displaced = vec2(0.5) + (displaced - vec2(0.5)) / zoom;
return displaced;
}
vec4 sampleDispersed(vec2 sampleUV, vec2 dispPx, float dispersion) {
float greenScale = dispersionOffsetScale(kDispersionGreenIndex, dispersion);
vec2 greenUV = resolveUV(backdropSampleUV(sampleUV, dispPx * greenScale));
vec4 greenSample = sampleGlassBackdrop(greenUV);
vec4 fallback = vec4(0.0);
bool loadedFallback = false;
if (greenSample.a < 0.01) {
vec2 fallbackUV = resolveUV(backdropSampleUV(sampleUV, vec2(0.0)));
fallback = sampleOrTintFallback(fallbackUV);
loadedFallback = true;
greenSample = fallback;
}
if (greenSample.a < 0.01)
return tintFallbackSample();
vec4 bg = greenSample;
if (dispersion > 0.001 && dot(dispPx, dispPx) > 0.0001) {
float redScale = dispersionOffsetScale(kDispersionRedIndex, dispersion);
float blueScale = dispersionOffsetScale(kDispersionBlueIndex, dispersion);
vec2 redUV = resolveUV(backdropSampleUV(sampleUV, dispPx * redScale));
vec2 blueUV = resolveUV(backdropSampleUV(sampleUV, dispPx * blueScale));
vec4 redSample = sampleGlassBackdrop(redUV);
vec4 blueSample = sampleGlassBackdrop(blueUV);
if (redSample.a < 0.01 || blueSample.a < 0.01) {
if (!loadedFallback) {
vec2 fallbackUV = resolveUV(backdropSampleUV(sampleUV, vec2(0.0)));
fallback = sampleOrTintFallback(fallbackUV);
}
if (redSample.a < 0.01)
redSample = fallback.a < 0.01 ? tintFallbackSample() : fallback;
if (blueSample.a < 0.01)
blueSample = fallback.a < 0.01 ? tintFallbackSample() : fallback;
}
bg.r = redSample.r;
bg.g = greenSample.g;
bg.b = blueSample.b;
bg.a = greenSample.a;
}
return bg;
}
vec4 applyTintAndShadow(vec4 sample, vec2 localUV, float alpha) {
vec3 tintColor = vec3(tint_r, tint_g, tint_b);
vec3 outRGB = mix(sample.rgb, tintColor, tint * tint_a);
outRGB *= 1.0 - smoothstep(0.25, 1.0, localUV.y) * shadow * 0.20;
return vec4(clamp(outRGB, 0.0, 1.0) * alpha, alpha);
}
void main() {
vec2 actorSize = vec2(width, height);
vec2 actorUV = cogl_tex_coord_in[0].xy;
if (private_pass == 1) {
cogl_color_out = sampleGlassBackdrop(actorUV);
return;
}
vec2 actorPx = actorUV * actorSize;
vec4 bounds = clip_width < 0.0 || clip_height < 0.0
? vec4(0.0, 0.0, width, height)
: vec4(clip_x0, clip_y0, clip_x0 + clip_width, clip_y0 + clip_height);
vec2 glassSize = max(bounds.zw - bounds.xy, vec2(1.0));
vec2 glassPx = actorPx - bounds.xy;
vec2 halfSize = glassSize * 0.5;
vec2 localUV = glassPx / glassSize;
float W = glassSize.x;
float H = glassSize.y;
float shortestSide = min(W, H);
float R = clamp(corner_radius, 0.0, shortestSide * 0.5);
float bezel = max(1.0, min(edge_size, shortestSide * 0.5));
float glassThickness = max(0.5, edge_size * 0.55 * falloff);
float eta = 1.0 / REFRACTIVE_INDEX;
bool nearlySquare = abs(W - H) < max(4.0, shortestSide * 0.035);
bool useCircularSurface = nearlySquare && R >= shortestSide * 0.34;
EdgeInfo edge = estimateAnalyticEdge(glassPx, halfSize, R, shortestSide);
if (edge.alpha <= 0.0) {
cogl_color_out = vec4(0.0);
return;
}
float distFromSide = edge.distance;
float edgeOpacity = edge.alpha;
float edgeBand = 1.0;
float refractionBand = bezel;
vec2 dir = edge.dir;
if (useCircularSurface) {
float circleRadius = shortestSide * 0.5;
vec2 circleCenter = glassSize * 0.5;
vec2 fromCenter = glassPx - circleCenter;
float circleDistance = length(fromCenter);
if (circleDistance > circleRadius + 1.0) {
cogl_color_out = vec4(0.0);
return;
}
distFromSide = max(0.0, circleRadius - circleDistance);
dir = circleDistance > 0.001 ? normalize(fromCenter) : vec2(0.0, -1.0);
edgeOpacity = clamp(1.0 - max(0.0, circleDistance - circleRadius), 0.0, 1.0);
float rimRadius = max(1.0, bezel * 0.35);
refractionBand = rimRadius;
edgeBand = clamp(1.0 - (distFromSide / rimRadius), 0.0, 1.0);
} else {
float rimRadius = max(1.0, bezel * 0.35 * max(1.0, rim_width));
refractionBand = rimRadius;
edgeBand = clamp(1.0 - (distFromSide / rimRadius), 0.0, 1.0);
}
if (!useCircularSurface && R < shortestSide * 0.45 && distFromSide >= refractionBand) {
vec2 flatUV = backdropSampleUV(actorUV, vec2(0.0));
vec4 flatSample = sampleOrTintFallback(resolveUV(flatUV));
float finalOpacity = edgeOpacity * opacity_factor;
cogl_color_out = applyTintAndShadow(flatSample, localUV, finalOpacity);
return;
}
float bezelRatio = clamp(distFromSide / refractionBand, 0.0, 1.0);
float normDisp = distFromSide < refractionBand
? displacementAtRatio(bezelRatio, glassThickness, refractionBand, eta)
: 0.0;
float dispStrength = useCircularSurface ? edgeOpacity : edgeBand;
vec2 dispPx = -dir * normDisp * refractionBand * strength * dispStrength;
float dispersion = clamp(rgb_fringing * DISPERSION_SCALE, 0.0, 20.0);
vec4 bgColor = sampleDispersed(actorUV, dispPx, dispersion);
if (bgColor.a < 0.01) {
cogl_color_out = vec4(0.0);
return;
}
vec3 outRGB = mix(bgColor.rgb, vec3(tint_r, tint_g, tint_b), tint * tint_a);
float fresnel = fresnelAtRatio(bezelRatio, REFRACTIVE_INDEX) * edgeOpacity;
float bgLuminance = luminance(outRGB);
float glare = clamp(fresnel * 0.70 * mix(0.40, 1.0, bgLuminance), 0.0, 0.18)
* clamp(gloss, 0.0, 1.0);
outRGB = 1.0 - (1.0 - outRGB) * (1.0 - glare);
outRGB *= 1.0 - smoothstep(0.25, 1.0, localUV.y) * shadow * 0.20;
float finalOpacity = edgeOpacity * opacity_factor;
cogl_color_out = vec4(clamp(outRGB, 0.0, 1.0) * finalOpacity, finalOpacity);
}
|