mirror of
https://github.com/yshui/picom.git
synced 2024-11-18 13:55:36 -05:00
backend/gl: fix anti-aliasing of rounded windows
Previous anti-aliasing fix causes windows to have a 1-pixel wide semi-transparent ridge. This fixes that and slightly improve how the corners are anti-aliased. Reported-by: Istvan Petres Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
This commit is contained in:
parent
681a893f9b
commit
f4fcedc470
1 changed files with 28 additions and 17 deletions
|
@ -84,9 +84,11 @@ const char masking_glsl[] = GLSL(330,
|
|||
layout(location = UNIFORM_MASK_INVERTED_LOC)
|
||||
uniform bool mask_inverted;
|
||||
in vec2 texcoord;
|
||||
float mask_rectangle_sdf(vec2 point, vec2 half_size) {
|
||||
vec2 d = abs(point) - half_size;
|
||||
return length(max(d, 0.0));
|
||||
vec2 mask_rectangle_sdf(vec2 point, vec2 half_size) {
|
||||
vec2 d = max(abs(point) - half_size, 0.0);
|
||||
float l = length(d);
|
||||
// Add a small number to avoid 0/0.
|
||||
return vec2(l, l / (max(d.x, d.y) + 1e-8));
|
||||
}
|
||||
float mask_factor() {
|
||||
vec2 mask_size = textureSize(mask_tex, 0);
|
||||
|
@ -94,10 +96,11 @@ const char masking_glsl[] = GLSL(330,
|
|||
vec4 mask = texture2D(mask_tex, maskcoord / mask_size);
|
||||
if (mask_corner_radius != 0) {
|
||||
vec2 inner_size = mask_size - vec2(mask_corner_radius) * 2.0f;
|
||||
float dist = mask_rectangle_sdf(maskcoord - mask_size / 2.0f,
|
||||
inner_size / 2.0f) - mask_corner_radius + 1.0f;
|
||||
vec2 sdf = mask_rectangle_sdf(maskcoord - mask_size / 2.0f,
|
||||
inner_size / 2.0f);
|
||||
float dist = sdf.x - mask_corner_radius + sdf.y / 2.0f;
|
||||
if (dist > 0.0f) {
|
||||
mask.r *= (1.0f - clamp(dist, 0.0f, 1.0f));
|
||||
mask.r *= (1.0f - clamp(dist, 0.0f, sdf.y) / (sdf.y + 1e-8));
|
||||
}
|
||||
}
|
||||
if (mask_inverted) {
|
||||
|
@ -130,9 +133,13 @@ const char blit_shader_glsl[] = GLSL(330,
|
|||
uniform float time;
|
||||
// Signed distance field for rectangle center at (0, 0), with size of
|
||||
// half_size * 2
|
||||
float rectangle_sdf(vec2 point, vec2 half_size) {
|
||||
vec2 d = abs(point) - half_size;
|
||||
return length(max(d, 0.0));
|
||||
// Returns 2 number: the distance, and the approximate chord length inside
|
||||
// the pixel around `point`.
|
||||
vec2 rectangle_sdf(vec2 point, vec2 half_size) {
|
||||
vec2 d = max(abs(point) - half_size, 0.0);
|
||||
float l = length(d);
|
||||
// Add a small number to avoid 0/0.
|
||||
return vec2(l, l / (max(d.x, d.y) + 1e-8));
|
||||
}
|
||||
|
||||
vec4 default_post_processing(vec4 c) {
|
||||
|
@ -162,16 +169,20 @@ const char blit_shader_glsl[] = GLSL(330,
|
|||
|
||||
vec2 outer_size = effective_size;
|
||||
vec2 inner_size = outer_size - vec2(corner_radius) * 2.0f;
|
||||
// +1.0 so the last 1-pixel ring of the rounded rectangle will transition
|
||||
// smoothly from 1 to 0 for anti-aliasing. If we don't do this, everything
|
||||
// inside the corner radius will be solid, and we will have an extra 1-pixel
|
||||
// feathering outside the corner radius, which makes it look bad.
|
||||
float rect_distance = rectangle_sdf(texcoord - outer_size / 2.0f,
|
||||
inner_size / 2.0f) - corner_radius + 1.0f;
|
||||
vec2 sdf = rectangle_sdf(texcoord - outer_size / 2.0f,
|
||||
inner_size / 2.0f);
|
||||
// For anti-aliasing, we estimate how much of the pixel is covered by the rounded
|
||||
// rectangle. This differs depends on at what angle the circle sweeps through the
|
||||
// pixel. e.g. if it goes from corner to corner, then the coverage goes from 0 to
|
||||
// 1 when the distance goes from -sqrt(2)/2 to +sqrt(2)/2; if it goes from egde to
|
||||
// edge, then the coverage goes from 0 to 1 when the distance goes from -0.5 to 0.5.
|
||||
// The chord length returned by `rectangle_sdf` is an approximation of this.
|
||||
float rect_distance = sdf.x - corner_radius + sdf.y / 2.0f;
|
||||
// Add a small number to sdf.y to avoid 0/0
|
||||
if (rect_distance > 0.0f) {
|
||||
c = (1.0f - clamp(rect_distance, 0.0f, 1.0f)) * rim_color;
|
||||
c = (1.0f - clamp(rect_distance, 0.0f, sdf.y) / (sdf.y + 1e-8)) * rim_color;
|
||||
} else {
|
||||
float factor = clamp(rect_distance + border_width, 0.0f, 1.0f);
|
||||
float factor = clamp(rect_distance + border_width, 0.0f, sdf.y) / (sdf.y + 1e-8);
|
||||
c = (1.0f - factor) * c + factor * border_color;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue