gtk/gsk/resources/glsl/inset_shadow.fs.glsl

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uniform float u_spread;
uniform vec4 u_color;
uniform vec2 u_offset;
uniform RoundedRect u_outline_rect;
void main() {
vec4 f = gl_FragCoord;
f.x += u_viewport.x;
f.y = (u_viewport.y + u_viewport.w) - f.y;
RoundedRect inside = rounded_rect_shrink(u_outline_rect, vec4(u_spread));
vec2 offset = vec2(u_offset.x, - u_offset.y);
vec4 color = vec4(u_color.rgb * u_color.a, u_color.a);
color = color * clamp (rounded_rect_coverage (u_outline_rect, f.xy) -
rounded_rect_coverage (inside, f.xy - offset),
0.0, 1.0);
setOutputColor(color * u_alpha);
}