hyprlock/src/renderer/Shader.hpp
Maximilian Seidler 00d2cbfee3
core: introduce animation manager and animation config (#631)
BREAKING:
- Removed `input-field:dots_fade_time`. Now configured via
`animation=inputFieldDots,...`
- Removed `input-field:fail_transition`. Now configured via
`animation=inputFieldColors,...`
- Removed `general:no_fade_in` and `general:no_fade_out`. Now configured
globally via `animations:enabled` or via `animation=fadeIn,...` and
`animation=fadeOut,...`
2025-01-06 12:34:21 +00:00

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1.9 KiB
C++

#pragma once
#include <unordered_map>
#include <GLES3/gl32.h>
#include <string>
class CShader {
public:
~CShader();
GLuint program = 0;
GLint proj = -1;
GLint color = -1;
GLint alphaMatte = -1;
GLint tex = -1;
GLint tex2 = -1;
GLint alpha = -1;
GLfloat mixFactor = -1;
GLint posAttrib = -1;
GLint texAttrib = -1;
GLint matteTexAttrib = -1;
GLint discardOpaque = -1;
GLint discardAlpha = -1;
GLfloat discardAlphaValue = -1;
GLint topLeft = -1;
GLint bottomRight = -1;
GLint fullSize = -1;
GLint fullSizeUntransformed = -1;
GLint radius = -1;
GLint radiusOuter = -1;
GLint thick = -1;
GLint halfpixel = -1;
GLint range = -1;
GLint shadowPower = -1;
GLint useAlphaMatte = -1; // always inverted
GLint applyTint = -1;
GLint tint = -1;
GLint gradient = -1;
GLint gradientLength = -1;
GLint gradient2 = -1;
GLint gradient2Length = -1;
GLint gradientLerp = -1;
GLint angle = -1;
GLint angle2 = -1;
GLint time = -1;
GLint distort = -1;
GLint wl_output = -1;
// Blur prepare
GLint contrast = -1;
// Blur
GLint passes = -1; // Used by `vibrancy`
GLint vibrancy = -1;
GLint vibrancy_darkness = -1;
// Blur finish
GLint brightness = -1;
GLint noise = -1;
// colorize
GLint colorize = -1;
GLint colorizeTint = -1;
GLint boostA = -1;
GLint getUniformLocation(const std::string&);
void destroy();
private:
std::unordered_map<std::string, GLint> m_muUniforms;
};