// Your shader must contain one function (see the bottom of this file). // // It should not contain any uniform definitions or anything else, as niri // provides them for you. // // All symbols defined by niri will have a niri_ prefix, so don't use it for // your own variables and functions. // The function that you must define looks like this: vec4 open_color(vec3 coords_geo, vec3 size_geo) { vec4 color = /* ...compute the color... */; return color; } // It takes as input: // // * coords_geo: coordinates of the current pixel relative to the window // geometry. // // These are homogeneous (the Z component is equal to 1) and scaled in such a // way that the 0 to 1 coordinates lie within the window geometry. Pixels // outside the window geometry will have coordinates below 0 or above 1. // // The window geometry is its "visible bounds" from the user's perspective. // // The shader runs over an area of unspecified size and location, so you must // expect and handle coordinates outside the [0, 1] range. The area will be // larger than the final window size to accommodate more varied effects. // // * size_geo: size of the window geometry in logical pixels. // // It is homogeneous (the Z component is equal to 1). // // The function must return the color of the pixel (with premultiplied alpha). // The pixel color will be further processed by niri (for example, to apply the // final opacity from window rules). // Now let's go over the uniforms that niri defines. // // You should only rely on the uniforms documented here. Any other uniforms can // change or be removed without notice. // The window texture. uniform sampler2D niri_tex; // Matrix that converts geometry coordinates into the window texture // coordinates. // // The window texture can and will go outside the geometry (for client-side // decoration shadows for example), which is why this matrix is necessary. uniform mat3 niri_geo_to_tex; // Unclamped progress of the animation. // // Goes from 0 to 1 but may overshoot and oscillate. uniform float niri_progress; // Clamped progress of the animation. // // Goes from 0 to 1, but will stop at 1 as soon as it first reaches 1. Will not // overshoot or oscillate. uniform float niri_clamped_progress; // Random float in [0; 1), consistent for the duration of the animation. uniform float niri_random_seed; // Now let's look at some examples. You can copy everything below this line // into your custom-shader to experiment. // Example: fill the current geometry with a solid vertical gradient and // gradually make opaque. vec4 solid_gradient(vec3 coords_geo, vec3 size_geo) { vec4 color = vec4(0.0); // Paint only the area inside the current geometry. if (0.0 <= coords_geo.x && coords_geo.x <= 1.0 && 0.0 <= coords_geo.y && coords_geo.y <= 1.0) { vec4 from = vec4(1.0, 0.0, 0.0, 1.0); vec4 to = vec4(0.0, 1.0, 0.0, 1.0); color = mix(from, to, coords_geo.y); } // Make it opaque. color *= niri_clamped_progress; return color; } // Example: gradually scale up and make opaque, equivalent to the default // opening animation. vec4 default_open(vec3 coords_geo, vec3 size_geo) { // Scale up the window. float scale = max(0.0, (niri_progress / 2.0 + 0.5)); coords_geo = vec3((coords_geo.xy - vec2(0.5)) / scale + vec2(0.5), 1.0); // Get color from the window texture. vec3 coords_tex = niri_geo_to_tex * coords_geo; vec4 color = texture2D(niri_tex, coords_tex.st); // Make the window opaque. color *= niri_clamped_progress; return color; } // Example: show the window as an expanding circle. // Recommended setting: duration-ms 250 vec4 expanding_circle(vec3 coords_geo, vec3 size_geo) { vec3 coords_tex = niri_geo_to_tex * coords_geo; vec4 color = texture2D(niri_tex, coords_tex.st); vec2 coords = (coords_geo.xy - vec2(0.5, 0.5)) * size_geo.xy * 2.0; coords = coords / length(size_geo.xy); float p = niri_clamped_progress; if (p * p <= dot(coords, coords)) color = vec4(0.0); return color; } // This is the function that you must define. vec4 open_color(vec3 coords_geo, vec3 size_geo) { // You can pick one of the example functions or write your own. return expanding_circle(coords_geo, size_geo); }