feat(shaders): Implement FrostedGlassShader compilation in ShaderManager
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@@ -5,6 +5,7 @@ class ShaderManager:
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self.program = None
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self.bg_program = None
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self.pp_program = None
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self.blur_program = None
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def compile_shader(self, vertex_src: str, fragment_src: str) -> int:
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program = gl.glCreateProgram()
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@@ -151,3 +152,51 @@ void main() {
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gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
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gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
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gl.glUseProgram(0)
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def setup_frosted_glass_shader(self):
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vertex_src = """
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#version 330 core
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const vec2 positions[4] = vec2[](
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vec2(-1.0, -1.0),
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vec2( 1.0, -1.0),
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vec2(-1.0, 1.0),
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vec2( 1.0, 1.0)
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);
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const vec2 uvs[4] = vec2[](
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vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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vec2(1.0, 1.0)
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);
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out vec2 v_uv;
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void main() {
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gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
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v_uv = uvs[gl_VertexID];
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}
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"""
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fragment_src = """
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#version 330 core
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in vec2 v_uv;
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uniform sampler2D u_texture;
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uniform float u_blur_radius;
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uniform float u_tint_intensity;
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uniform float u_opacity;
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out vec4 FragColor;
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void main() {
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vec2 res = vec2(textureSize(u_texture, 0));
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vec2 offset = u_blur_radius / res;
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vec4 sum = vec4(0.0);
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sum += texture(u_texture, v_uv + vec2(-offset.x, -offset.y)) * 0.0625;
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sum += texture(u_texture, v_uv + vec2(0.0, -offset.y)) * 0.125;
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sum += texture(u_texture, v_uv + vec2(offset.x, -offset.y)) * 0.0625;
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sum += texture(u_texture, v_uv + vec2(-offset.x, 0.0)) * 0.125;
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sum += texture(u_texture, v_uv + vec2(0.0, 0.0)) * 0.25;
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sum += texture(u_texture, v_uv + vec2(offset.x, 0.0)) * 0.125;
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sum += texture(u_texture, v_uv + vec2(-offset.x, offset.y)) * 0.0625;
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sum += texture(u_texture, v_uv + vec2(0.0, offset.y)) * 0.125;
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sum += texture(u_texture, v_uv + vec2(offset.x, offset.y)) * 0.0625;
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vec3 tinted = mix(sum.rgb, vec3(1.0), u_tint_intensity);
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FragColor = vec4(tinted, sum.a * u_opacity);
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}
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"""
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self.blur_program = self.compile_shader(vertex_src, fragment_src)
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