mirror of https://github.com/yshui/picom.git
backend: gl: handle blur mask
Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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@ -516,7 +516,7 @@ static void _gl_compose(backend_t *base, struct backend_image *img, GLuint targe
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/// Convert rectangles in X coordinates to OpenGL vertex and texture coordinates
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/// @param[in] nrects, rects rectangles
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/// @param[in] dst_x, dst_y origin of the OpenGL texture, affect the calculated texture
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/// @param[in] image_dst origin of the OpenGL texture, affect the calculated texture
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/// coordinates
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/// @param[in] texture_height height of the OpenGL texture
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/// @param[in] root_height height of the back buffer
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@ -617,7 +617,8 @@ void gl_compose(backend_t *base, void *image_data, coord_t image_dst, void *mask
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* Blur contents in a particular region.
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*/
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bool gl_kernel_blur(backend_t *base, double opacity, void *ctx, const rect_t *extent,
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const GLuint vao[2], const int vao_nelems[2]) {
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struct backend_image *mask, coord_t mask_dst, const GLuint vao[2],
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const int vao_nelems[2]) {
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auto bctx = (struct gl_blur_context *)ctx;
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auto gd = (struct gl_data *)base;
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@ -646,11 +647,20 @@ bool gl_kernel_blur(backend_t *base, double opacity, void *ctx, const rect_t *ex
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tex_height = src_size.height;
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, src_texture);
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glUseProgram(p->prog);
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glUniform2f(p->uniform_pixel_norm, 1.0F / (GLfloat)tex_width,
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1.0F / (GLfloat)tex_height);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, gd->default_mask_texture);
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glUniform1i(p->uniform_mask_tex, 1);
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glUniform2f(p->uniform_mask_offset, 0.0F, 0.0F);
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glUniform1i(p->uniform_mask_inverted, 0);
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glUniform1f(p->uniform_mask_corner_radius, 0.0F);
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// The number of indices in the selected vertex array
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GLsizei nelems;
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@ -673,7 +683,18 @@ bool gl_kernel_blur(backend_t *base, double opacity, void *ctx, const rect_t *ex
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glUniform1f(p->uniform_opacity, 1.0F);
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} else {
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// last pass, draw directly into the back buffer, with origin
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// regions
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// regions. And apply mask if requested
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if (mask) {
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auto inner = (struct gl_texture *)mask->inner;
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, inner->texture);
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glUniform1i(p->uniform_mask_inverted, mask->color_inverted);
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glUniform1f(p->uniform_mask_corner_radius,
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(float)mask->corner_radius);
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glUniform2f(
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p->uniform_mask_offset, (float)(mask_dst.x),
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(float)(bctx->fb_height - mask_dst.y - inner->height));
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}
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glBindVertexArray(vao[0]);
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nelems = vao_nelems[0];
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glBindFramebuffer(GL_FRAMEBUFFER, gd->back_fbo);
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@ -694,6 +715,7 @@ bool gl_kernel_blur(backend_t *base, double opacity, void *ctx, const rect_t *ex
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}
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bool gl_dual_kawase_blur(backend_t *base, double opacity, void *ctx, const rect_t *extent,
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struct backend_image *mask, coord_t mask_dst,
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const GLuint vao[2], const int vao_nelems[2]) {
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auto bctx = (struct gl_blur_context *)ctx;
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auto gd = (struct gl_data *)base;
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@ -769,7 +791,15 @@ bool gl_dual_kawase_blur(backend_t *base, double opacity, void *ctx, const rect_
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// The number of indices in the selected vertex array
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GLsizei nelems;
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, src_texture);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, gd->default_mask_texture);
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glUniform1i(up_pass->uniform_mask_tex, 1);
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glUniform2f(up_pass->uniform_mask_offset, 0.0F, 0.0F);
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glUniform1i(up_pass->uniform_mask_inverted, 0);
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glUniform1f(up_pass->uniform_mask_corner_radius, 0.0F);
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if (i > 0) {
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assert(bctx->blur_fbos[i - 1]);
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@ -782,6 +812,18 @@ bool gl_dual_kawase_blur(backend_t *base, double opacity, void *ctx, const rect_
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glUniform1f(up_pass->uniform_opacity, (GLfloat)1);
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} else {
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// last pass, draw directly into the back buffer
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if (mask) {
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auto inner = (struct gl_texture *)mask->inner;
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, inner->texture);
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glUniform1i(up_pass->uniform_mask_inverted,
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mask->color_inverted);
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glUniform1f(up_pass->uniform_mask_corner_radius,
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(float)mask->corner_radius);
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glUniform2f(
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up_pass->uniform_mask_offset, (float)(mask_dst.x),
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(float)(bctx->fb_height - mask_dst.y - inner->height));
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}
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glBindVertexArray(vao[0]);
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nelems = vao_nelems[0];
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glBindFramebuffer(GL_FRAMEBUFFER, gd->back_fbo);
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@ -799,9 +841,8 @@ bool gl_dual_kawase_blur(backend_t *base, double opacity, void *ctx, const rect_
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return true;
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}
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bool gl_blur(backend_t *base, double opacity, void *ctx, void *mask attr_unused,
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coord_t mask_dst attr_unused, const region_t *reg_blur,
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const region_t *reg_visible attr_unused) {
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bool gl_blur(backend_t *base, double opacity, void *ctx, void *mask, coord_t mask_dst,
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const region_t *reg_blur, const region_t *reg_visible attr_unused) {
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auto bctx = (struct gl_blur_context *)ctx;
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auto gd = (struct gl_data *)base;
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@ -910,12 +951,17 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, void *mask attr_unused,
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int vao_nelems[2] = {nrects * 6, nrects_resized * 6};
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if (bctx->method == BLUR_METHOD_DUAL_KAWASE) {
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ret = gl_dual_kawase_blur(base, opacity, ctx, extent_resized, vao, vao_nelems);
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ret = gl_dual_kawase_blur(base, opacity, ctx, extent_resized, mask,
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mask_dst, vao, vao_nelems);
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} else {
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ret = gl_kernel_blur(base, opacity, ctx, extent_resized, vao, vao_nelems);
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ret = gl_kernel_blur(base, opacity, ctx, extent_resized, mask, mask_dst,
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vao, vao_nelems);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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@ -1011,6 +1057,15 @@ static const char dummy_frag[] = GLSL(330,
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}
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);
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static const char copy_with_mask_frag[] = GLSL(330,
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uniform sampler2D tex;
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in vec2 texcoord;
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float mask_factor();
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void main() {
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gl_FragColor = texelFetch(tex, ivec2(texcoord.xy), 0) * mask_factor();
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}
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);
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static const char fill_frag[] = GLSL(330,
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uniform vec4 color;
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void main() {
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@ -1210,6 +1265,7 @@ void gl_destroy_blur_context(backend_t *base attr_unused, void *ctx) {
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gl_check_err();
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}
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const char *masking_glsl;
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/**
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* Initialize GL blur filters.
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*/
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@ -1253,11 +1309,12 @@ bool gl_create_kernel_blur_context(void *blur_context, GLfloat *projection,
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uniform float opacity;
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in vec2 texcoord;
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out vec4 out_color;
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float mask_factor();
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void main() {
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vec2 uv = texcoord * pixel_norm;
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vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
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%s //body of the convolution
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out_color = sum / float(%.7g) * opacity;
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out_color = sum / float(%.7g) * opacity * mask_factor();
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}
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);
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static const char *FRAG_SHADER_BLUR_ADD = QUOTE(
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@ -1348,7 +1405,9 @@ bool gl_create_kernel_blur_context(void *blur_context, GLfloat *projection,
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free(shader_body);
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// Build program
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pass->prog = gl_create_program_from_str(vertex_shader, shader_str);
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pass->prog = gl_create_program_from_strv(
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(const char *[]){vertex_shader, NULL},
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(const char *[]){shader_str, masking_glsl, NULL});
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free(shader_str);
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if (!pass->prog) {
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log_error("Failed to create GLSL program.");
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@ -1360,6 +1419,14 @@ bool gl_create_kernel_blur_context(void *blur_context, GLfloat *projection,
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// Get uniform addresses
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bind_uniform(pass, pixel_norm);
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bind_uniform(pass, opacity);
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bind_uniform(pass, mask_tex);
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bind_uniform(pass, mask_offset);
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bind_uniform(pass, mask_inverted);
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bind_uniform(pass, mask_corner_radius);
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log_info("Uniform locations: %d %d %d %d %d", pass->uniform_mask_tex,
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pass->uniform_mask_offset, pass->uniform_mask_inverted,
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pass->uniform_mask_corner_radius, pass->uniform_opacity);
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pass->texorig_loc = glGetUniformLocationChecked(pass->prog, "texorig");
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// Setup projection matrix
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@ -1376,10 +1443,16 @@ bool gl_create_kernel_blur_context(void *blur_context, GLfloat *projection,
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// Generate an extra null pass so we don't need special code path for
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// the single pass case
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auto pass = &ctx->blur_shader[1];
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pass->prog = gl_create_program_from_str(vertex_shader, dummy_frag);
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pass->prog = gl_create_program_from_strv(
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(const char *[]){vertex_shader, NULL},
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(const char *[]){copy_with_mask_frag, masking_glsl, NULL});
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pass->uniform_pixel_norm = -1;
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pass->uniform_opacity = -1;
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pass->texorig_loc = glGetUniformLocationChecked(pass->prog, "texorig");
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bind_uniform(pass, mask_tex);
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bind_uniform(pass, mask_offset);
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bind_uniform(pass, mask_inverted);
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bind_uniform(pass, mask_corner_radius);
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// Setup projection matrix
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glUseProgram(pass->prog);
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@ -1501,6 +1574,7 @@ bool gl_create_dual_kawase_blur_context(void *blur_context, GLfloat *projection,
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uniform float opacity;
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in vec2 texcoord;
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out vec4 out_color;
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float mask_factor();
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void main() {
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vec2 offset = %.7g * pixel_norm;
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vec2 uv = texcoord * pixel_norm / (2 * scale);
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@ -1512,7 +1586,7 @@ bool gl_create_dual_kawase_blur_context(void *blur_context, GLfloat *projection,
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sum += texture2D(tex_src, uv + vec2(0.5, -0.5) * offset) * 2.0;
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sum += texture2D(tex_src, uv + vec2(0.0, -1.0) * offset);
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sum += texture2D(tex_src, uv + vec2(-0.5, -0.5) * offset) * 2.0;
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out_color = sum / 12.0 * opacity;
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out_color = sum / 12.0 * opacity * mask_factor();
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}
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);
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// clang-format on
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@ -1527,7 +1601,9 @@ bool gl_create_dual_kawase_blur_context(void *blur_context, GLfloat *projection,
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CHECK((size_t)real_shader_len < shader_len);
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// Build program
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up_pass->prog = gl_create_program_from_str(vertex_shader, shader_str);
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up_pass->prog = gl_create_program_from_strv(
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(const char *[]){vertex_shader, NULL},
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(const char *[]){shader_str, masking_glsl, NULL});
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free(shader_str);
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if (!up_pass->prog) {
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log_error("Failed to create GLSL program.");
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@ -1539,6 +1615,12 @@ bool gl_create_dual_kawase_blur_context(void *blur_context, GLfloat *projection,
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// Get uniform addresses
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bind_uniform(up_pass, pixel_norm);
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bind_uniform(up_pass, opacity);
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bind_uniform(up_pass, mask_tex);
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bind_uniform(up_pass, mask_offset);
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bind_uniform(up_pass, mask_inverted);
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bind_uniform(up_pass, mask_corner_radius);
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up_pass->texorig_loc =
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glGetUniformLocationChecked(up_pass->prog, "texorig");
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up_pass->scale_loc = glGetUniformLocationChecked(up_pass->prog, "scale");
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@ -59,6 +59,11 @@ typedef struct {
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GLint uniform_opacity;
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GLint texorig_loc;
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GLint scale_loc;
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GLint uniform_mask_tex;
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GLint uniform_mask_offset;
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GLint uniform_mask_corner_radius;
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GLint uniform_mask_inverted;
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} gl_blur_shader_t;
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typedef struct {
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