Split shell, settings, and compositor into focused modules

This commit is contained in:
Samuel Onoja committed 2026-10-01 12:47:26 +01:00
1 parent 2b9f30fa5d
commit cbf048566a
38 files changed
+9998 -9817

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precision highp float;
uniform float alpha;
uniform vec4 clip_rect;
uniform float radius;
uniform float border_width;
uniform vec4 border_color;
uniform vec4 border_color_to;
uniform vec4 gradient_line;
uniform vec4 focus_color;
uniform vec4 focus_color_to;
uniform vec4 focus_gradient_line;
uniform float focus_mix;
varying vec2 v_coords;
#if defined(DEBUG_FLAGS)
uniform float tint;
#endif
void main() {
vec2 point = gl_FragCoord.xy - clip_rect.xy;
vec2 half_size = clip_rect.zw * 0.5;
vec2 distance = abs(point - half_size) - (half_size - vec2(radius));
float signed_distance = length(max(distance, 0.0))
+ min(max(distance.x, distance.y), 0.0)
- radius;
float outer_coverage = 1.0 - smoothstep(-0.5, 0.5, signed_distance);
vec2 inner_half_size = max(half_size - vec2(border_width), vec2(0.0));
float inner_radius = max(radius - border_width, 0.0);
vec2 inner_distance = abs(point - half_size)
- (inner_half_size - vec2(inner_radius));
float inner_signed_distance = length(max(inner_distance, 0.0))
+ min(max(inner_distance.x, inner_distance.y), 0.0)
- inner_radius;
float inner_coverage = 1.0 - smoothstep(-0.5, 0.5, inner_signed_distance);
float coverage = max(outer_coverage - inner_coverage, 0.0);
float progress = clamp(dot(gl_FragCoord.xy - gradient_line.xy, gradient_line.zw), 0.0, 1.0);
// Interpolate premultiplied endpoints: a transparent endpoint must not
// leak its RGB into the visible border or create a dark halo.
vec4 from = vec4(border_color.rgb * border_color.a, border_color.a);
vec4 to = vec4(border_color_to.rgb * border_color_to.a, border_color_to.a);
float focus_progress = clamp(dot(gl_FragCoord.xy - focus_gradient_line.xy, focus_gradient_line.zw), 0.0, 1.0);
vec4 focus_from = vec4(focus_color.rgb * focus_color.a, focus_color.a);
vec4 focus_to = vec4(focus_color_to.rgb * focus_color_to.a, focus_color_to.a);
vec4 color = mix(mix(from, to, progress), mix(focus_from, focus_to, focus_progress), focus_mix) * coverage * alpha;
#if defined(DEBUG_FLAGS)
if (tint == 1.0)
color = vec4(0.0, 0.2, 0.0, 0.2) + color * 0.8;
#endif
gl_FragColor = color;
}