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firestar5683 a82935f326 User interfaces and Android Auto
Integrate onroad views, configurable widgets, local settings, steering-profile contracts, Bluetooth and Android Auto with their device and runtime services.

Co-authored-by: Adeeb Shihadeh <adeebshihadeh@gmail.com>
Co-authored-by: Daniel Koepping <elkoled@gmail.com>
Co-authored-by: Danny <dannyirwin31@yahoo.com>
Co-authored-by: DimitriChrysafis <Dimitri.chrysafis@gmail.com>
Co-authored-by: Dom <168790843+firestar5683@users.noreply.github.com>
Co-authored-by: Harald Schäfer <harald.the.engineer@gmail.com>
Co-authored-by: Prabhaav Pillai <prabhaav@msu.edu>
Co-authored-by: Shane Smiskol <shane@smiskol.com>
Co-authored-by: dirwin31 <83434411+dirwin31@users.noreply.github.com>
Co-authored-by: firestarsdog <229254897+firestarsdog@users.noreply.github.com>
Co-authored-by: stef <19478336+stefpi@users.noreply.github.com>
Co-authored-by: whoisdomi <dcantu83@gmail.com>

Co-authored-by: Intelli <contact@intelli.software>
Co-authored-by: pharmacomaniac <blittle65@gmail.com>

Co-authored-by: prabhaavp <prabhaav@msu.edu>
2026-10-14 20:02:39 -05:00

143 lines
4.7 KiB
Python

"""Frozen C3/C4 side-camera crop shaders; renderer owns their GPU lifetime."""
import platform
PIP_SHADER_VERSION = "#version 330 core\n" if platform.system() == "Darwin" else "#version 300 es\nprecision mediump float;\n"
PIP_VERTEX_SHADER = PIP_SHADER_VERSION + """
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
uniform mat4 mvp;
out vec2 fragTexCoord;
out vec4 fragColor;
void main() {
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}
"""
PIP_FRAGMENT_SHADER = PIP_SHADER_VERSION + """
in vec2 fragTexCoord;
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform vec2 uCropMin;
uniform vec2 uCropSize;
uniform int uFlipX;
out vec4 fragColor;
const float BUBBLE_REFRACTION = 0.016;
const float BUBBLE_EDGE_DARKEN = 0.15;
const float BUBBLE_HIGHLIGHT = 0.12;
const float BUBBLE_RIM = 0.10;
const float BUBBLE_EDGE_TRANSPARENCY = 0.12;
void main() {
// Calculate the mask before sampling: fragments outside the bubble do no texture work.
vec2 p = fragTexCoord * 2.0 - 1.0;
float radius = length(p);
float aa = max(fwidth(radius), 0.00001);
float alpha = 1.0 - smoothstep(1.0 - aa, 1.0 + aa, radius);
if (radius > 1.0 + aa) {
discard;
}
// A shallow hemisphere gives the image a convex bubble surface without a mesh or pass.
float z = sqrt(max(0.0, 1.0 - dot(p, p)));
vec2 sampleCoord = clamp(
fragTexCoord + p * BUBBLE_REFRACTION * (1.0 - z),
0.001,
0.999
);
vec2 cropCoord = sampleCoord;
if (uFlipX == 1) {
cropCoord.x = 1.0 - cropCoord.x;
}
vec2 uv = uCropMin + cropCoord * uCropSize;
float y = texture(texture0, uv).r;
vec2 c = texture(texture1, uv).ra - 0.5;
vec3 rgb = vec3(y + 1.402 * c.y, y - 0.344 * c.x - 0.714 * c.y, y + 1.772 * c.x);
// Keep the interior gradient and use cheap analytic lighting instead of specular math.
float edgeShade = smoothstep(0.22, 0.98, radius);
rgb *= mix(1.0, 1.0 - BUBBLE_EDGE_DARKEN, edgeShade);
vec2 highlightOffset = p - vec2(-0.28, -0.34);
float highlight = 1.0 - smoothstep(0.0, 0.22, dot(highlightOffset, highlightOffset));
rgb += vec3(1.0) * highlight * z * BUBBLE_HIGHLIGHT;
// Let the rim blend into the camera image and the UI underneath it.
float rim = smoothstep(0.60, 0.99, radius);
rgb = mix(rgb, vec3(0.48, 0.70, 1.0), rim * BUBBLE_RIM);
float surfaceAlpha = alpha * (1.0 - rim * BUBBLE_EDGE_TRANSPARENCY);
fragColor = vec4(rgb, surfaceAlpha);
}
"""
PIP_CURVED_FRAGMENT_SHADER = PIP_SHADER_VERSION + """
in vec2 fragTexCoord;
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform vec2 uCropMin;
uniform vec2 uCropSize;
uniform int uFlipX;
uniform vec2 uRectSize;
out vec4 fragColor;
const float CORNER_RADIUS_FRACTION = 0.22;
const float CURVE_AMOUNT = 0.07;
const float EDGE_DARKEN = 0.14;
const float RIM_BLEND = 0.06;
void main() {
vec2 p = fragTexCoord * 2.0 - 1.0;
float halfW = uRectSize.x * 0.5;
float halfH = uRectSize.y * 0.5;
float radius = CORNER_RADIUS_FRACTION * min(uRectSize.x, uRectSize.y);
// Rounded-rectangle SDF in pixel space; mask before sampling.
vec2 q = abs(vec2(p.x * halfW, p.y * halfH)) - (vec2(halfW, halfH) - radius);
float dist = length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
float aa = max(fwidth(dist), 0.00001);
float alpha = 1.0 - smoothstep(-aa, aa, dist);
if (dist > aa) {
discard;
}
// Gentle convex curvature along both axes to mimic the curved OLED panel.
float curve = CURVE_AMOUNT * (1.0 - p.x * p.x) * (1.0 - p.y * p.y);
vec2 sampleCoord = clamp(fragTexCoord + curve * vec2(0.0, 0.5), 0.001, 0.999);
// The saved mask is a square crop, but the curved panel is wider than tall.
// Sample an aspect-matched horizontal band of that square (centered) instead
// of stretching it, so the image is never distorted. The circle's diameter
// (the square crop) becomes the panel's length; the height follows the aspect.
float aspect = uRectSize.x / max(uRectSize.y, 0.0001);
vec2 cropCoord = sampleCoord;
if (aspect >= 1.0) {
cropCoord.y = 0.5 + (sampleCoord.y - 0.5) / aspect;
} else {
cropCoord.x = 0.5 + (sampleCoord.x - 0.5) * aspect;
}
if (uFlipX == 1) {
cropCoord.x = 1.0 - cropCoord.x;
}
vec2 uv = uCropMin + cropCoord * uCropSize;
float y = texture(texture0, uv).r;
vec2 c = texture(texture1, uv).ra - 0.5;
vec3 rgb = vec3(y + 1.402 * c.y, y - 0.344 * c.x - 0.714 * c.y, y + 1.772 * c.x);
// Let the rim blend into the camera image and the UI underneath it.
float edgeShade = smoothstep(-radius, 0.0, dist);
rgb *= mix(1.0, 1.0 - EDGE_DARKEN, edgeShade);
float rim = smoothstep(radius * 0.55, radius, radius - dist);
rgb = mix(rgb, vec3(0.48, 0.70, 1.0), rim * RIM_BLEND);
fragColor = vec4(rgb, alpha);
}
"""