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compositor: fix background vignette for non-stretched styles
The background vignette currently fits itself to the painted texture, instead of the monitor. This causes some very wrong looking drawing for backgrounds that don't fill the screen. This commit reworks the vignette shader code to be clearer, more correct, and parameterized so that it knows how to scale and position the vignette. https://bugzilla.gnome.org/show_bug.cgi?id=694393
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@ -64,14 +64,16 @@
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"cogl_texel = apply_blur(cogl_sampler, cogl_tex_coord.st);\n"
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#define FRAGMENT_SHADER_DECLARATIONS \
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"uniform vec2 texture_scale;\n" \
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"uniform vec2 actor_size;\n" \
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"uniform vec2 offset;\n" \
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"uniform float brightness;\n" \
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"uniform float vignette_sharpness;\n" \
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#define VIGNETTE_CODE \
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"float unit_length = 0.5;\n" \
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"vec2 center = vec2(unit_length, unit_length);\n" \
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"vec2 position = cogl_tex_coord_in[0].xy - center;\n" \
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"float t = min(length(position), unit_length) / unit_length;\n" \
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"vec2 position = cogl_tex_coord_in[0].xy * texture_scale - offset;\n" \
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"float t = length(2.0 * (position / actor_size));\n" \
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"t = clamp(t, 0.0, 1.0);\n" \
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"float pixel_brightness = mix(1.0, 1.0 - vignette_sharpness, t);\n" \
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"cogl_color_out.rgb = cogl_color_out.rgb * pixel_brightness * brightness;\n"
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@ -373,6 +375,44 @@ set_blur_parameters (MetaBackground *self,
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2, 1, pixel_step);
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}
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static void
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set_vignette_parameters (MetaBackground *self,
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ClutterActorBox *actor_box,
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cairo_rectangle_int_t *texture_area,
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float texture_x_scale,
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float texture_y_scale)
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{
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MetaBackgroundPrivate *priv = self->priv;
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float texture_scale[2];
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float actor_size[2];
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float offset[2];
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if (!(priv->effects & META_BACKGROUND_EFFECTS_VIGNETTE))
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return;
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texture_scale[0] = 1.0 / texture_x_scale;
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texture_scale[1] = 1.0 / texture_y_scale;
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actor_size[0] = actor_box->x2 - actor_box->x1;
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actor_size[1] = actor_box->y2 - actor_box->y1;
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offset[0] = -texture_area->x + (actor_size[0] / 2.0);
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offset[1] = -texture_area->y + (actor_size[1] / 2.0);
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cogl_pipeline_set_uniform_float (priv->pipeline,
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cogl_pipeline_get_uniform_location (priv->pipeline,
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"texture_scale"),
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2, 1, texture_scale);
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cogl_pipeline_set_uniform_float (priv->pipeline,
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cogl_pipeline_get_uniform_location (priv->pipeline,
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"actor_size"),
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2, 1, actor_size);
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cogl_pipeline_set_uniform_float (priv->pipeline,
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cogl_pipeline_get_uniform_location (priv->pipeline,
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"offset"),
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2, 1, offset);
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}
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static void
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meta_background_paint_content (ClutterContent *content,
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ClutterActor *actor,
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@ -408,6 +448,8 @@ meta_background_paint_content (ClutterContent *content,
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&texture_x_scale,
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&texture_y_scale);
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set_vignette_parameters (self, &actor_box, &texture_area, texture_x_scale, texture_y_scale);
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/* Now figure out what to actually paint. We start by clipping the texture area to
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* the actor's bounds.
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*/
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