mirror of
https://gitlab.gnome.org/GNOME/gtk.git
synced 2024-12-26 13:41:07 +00:00
gl renderer: Move rect transformation to the vertex shader
No need to do this for every fragment.
This commit is contained in:
parent
c8fa1f19db
commit
685288216f
@ -2565,6 +2565,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
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gboolean success = TRUE;
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gsk_gl_shader_builder_init (&shader_builder,
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"/org/gtk/libgsk/glsl/preamble.glsl",
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"/org/gtk/libgsk/glsl/preamble.vs.glsl",
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"/org/gtk/libgsk/glsl/preamble.fs.glsl");
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@ -9,14 +9,17 @@
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void
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gsk_gl_shader_builder_init (GskGLShaderBuilder *self,
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const char *common_preamble_resource_path,
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const char *vs_preamble_resource_path,
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const char *fs_preamble_resource_path)
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{
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memset (self, 0, sizeof (*self));
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self->preamble = g_resources_lookup_data (common_preamble_resource_path, 0, NULL);
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self->vs_preamble = g_resources_lookup_data (vs_preamble_resource_path, 0, NULL);
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self->fs_preamble = g_resources_lookup_data (fs_preamble_resource_path, 0, NULL);
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g_assert (self->preamble);
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g_assert (self->vs_preamble);
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g_assert (self->fs_preamble);
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}
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@ -24,6 +27,7 @@ gsk_gl_shader_builder_init (GskGLShaderBuilder *self,
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void
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gsk_gl_shader_builder_finish (GskGLShaderBuilder *self)
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{
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g_bytes_unref (self->preamble);
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g_bytes_unref (self->vs_preamble);
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g_bytes_unref (self->fs_preamble);
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}
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@ -102,13 +106,14 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
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"#version %d\n", self->version);
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vertex_id = glCreateShader (GL_VERTEX_SHADER);
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glShaderSource (vertex_id, 7,
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glShaderSource (vertex_id, 8,
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(const char *[]) {
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version_buffer,
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self->debugging ? "#define GSK_DEBUG 1\n" : "",
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self->legacy ? "#define GSK_LEGACY 1\n" : "",
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self->gl3 ? "#define GSK_GL3 1\n" : "",
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self->gles ? "#define GSK_GLES 1\n" : "",
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g_bytes_get_data (self->preamble, NULL),
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g_bytes_get_data (self->vs_preamble, NULL),
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vertex_shader_start
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},
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@ -119,6 +124,7 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
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-1,
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-1,
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-1,
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-1,
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fragment_shader_start - vertex_shader_start
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});
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glCompileShader (vertex_id);
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@ -130,13 +136,14 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
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}
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fragment_id = glCreateShader (GL_FRAGMENT_SHADER);
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glShaderSource (fragment_id, 7,
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glShaderSource (fragment_id, 8,
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(const char *[]) {
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version_buffer,
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self->debugging ? "#define GSK_DEBUG 1\n" : "",
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self->legacy ? "#define GSK_LEGACY 1\n" : "",
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self->gl3 ? "#define GSK_GL3 1\n" : "",
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self->gles ? "#define GSK_GLES 1\n" : "",
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g_bytes_get_data (self->preamble, NULL),
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g_bytes_get_data (self->fs_preamble, NULL),
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fragment_shader_start
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},
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@ -148,6 +155,7 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
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-1,
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-1,
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-1,
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-1,
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});
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glCompileShader (fragment_id);
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@ -8,6 +8,7 @@ G_BEGIN_DECLS
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typedef struct
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{
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GBytes *preamble;
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GBytes *vs_preamble;
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GBytes *fs_preamble;
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@ -22,6 +23,7 @@ typedef struct
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void gsk_gl_shader_builder_init (GskGLShaderBuilder *self,
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const char *common_preamble_resource_path,
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const char *vs_preamble_resource_path,
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const char *fs_preamble_resource_path);
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void gsk_gl_shader_builder_finish (GskGLShaderBuilder *self);
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@ -1,4 +1,5 @@
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gsk_private_gl_shaders = [
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'resources/glsl/preamble.glsl',
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'resources/glsl/preamble.fs.glsl',
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'resources/glsl/preamble.vs.glsl',
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'resources/glsl/border.glsl',
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@ -1,7 +1,11 @@
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// VERTEX_SHADER:
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uniform vec4 u_color;
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uniform vec4 u_widths;
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uniform vec4[3] u_outline_rect;
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_OUT_ vec4 final_color;
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_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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@ -9,18 +13,6 @@ void main() {
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final_color = u_color;
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final_color.rgb *= final_color.a; // pre-multiply
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final_color *= u_alpha;
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}
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// FRAGMENT_SHADER:
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uniform vec4 u_widths;
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uniform vec4[3] u_outline_rect;
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_IN_ vec4 final_color;
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void main() {
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vec4 f = gl_FragCoord;
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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RoundedRect outside = create_rect(u_outline_rect);
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RoundedRect inside = rounded_rect_shrink (outside, u_widths);
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@ -28,9 +20,25 @@ void main() {
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rounded_rect_transform(outside, u_modelview);
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rounded_rect_transform(inside, u_modelview);
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float alpha = clamp (rounded_rect_coverage (outside, f.xy) -
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rounded_rect_coverage (inside, f.xy),
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0.0, 1.0);
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rounded_rect_encode(outside, transformed_outside_outline);
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rounded_rect_encode(inside, transformed_inside_outline);
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}
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// FRAGMENT_SHADER:
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uniform vec4[3] u_outline_rect;
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_IN_ vec4 final_color;
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_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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void main() {
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vec4 f = gl_FragCoord;
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), f.xy) -
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rounded_rect_coverage(decode_rect(transformed_inside_outline), f.xy),
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0.0, 1.0);
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setOutputColor(final_color * alpha);
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}
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@ -1,7 +1,12 @@
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// VERTEX_SHADER:
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uniform vec4 u_color;
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uniform float u_spread;
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uniform vec2 u_offset;
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uniform vec4[3] u_outline_rect;
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_OUT_ vec4 final_color;
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_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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@ -9,20 +14,6 @@ void main() {
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final_color = u_color;
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final_color.rgb *= final_color.a;
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final_color *= u_alpha;
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}
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// FRAGMENT_SHADER:
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uniform float u_spread;
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uniform vec2 u_offset;
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uniform vec4[3] u_outline_rect;
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_IN_ vec4 final_color;
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void main() {
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vec4 f = gl_FragCoord;
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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RoundedRect outside = create_rect(u_outline_rect);
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RoundedRect inside = rounded_rect_shrink(outside, vec4(u_spread));
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@ -32,8 +23,23 @@ void main() {
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rounded_rect_transform(outside, u_modelview);
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rounded_rect_transform(inside, u_modelview);
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float alpha = clamp (rounded_rect_coverage (outside, f.xy) -
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rounded_rect_coverage (inside, f.xy),
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rounded_rect_encode(outside, transformed_outside_outline);
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rounded_rect_encode(inside, transformed_inside_outline);
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}
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// FRAGMENT_SHADER:
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_IN_ vec4 final_color;
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_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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void main() {
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vec4 f = gl_FragCoord;
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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float alpha = clamp (rounded_rect_coverage(decode_rect(transformed_outside_outline), f.xy) -
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rounded_rect_coverage(decode_rect(transformed_inside_outline), f.xy),
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0.0, 1.0);
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setOutputColor(final_color * alpha);
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@ -1,7 +1,9 @@
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// VERTEX_SHADER:
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uniform vec4 u_color;
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uniform vec4[3] u_outline_rect;
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_OUT_ vec4 final_color;
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_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outline;
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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@ -12,12 +14,15 @@ void main() {
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// pre-multiply
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final_color.rgb *= final_color.a;
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final_color *= u_alpha;
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RoundedRect outline = create_rect(u_outline_rect);
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rounded_rect_transform(outline, u_modelview);
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rounded_rect_encode(outline, transformed_outline);
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}
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// FRAGMENT_SHADER:
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uniform vec4[3] u_outline_rect;
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_IN_ vec4 final_color;
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_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outline;
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void main() {
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vec4 f = gl_FragCoord;
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@ -25,11 +30,8 @@ void main() {
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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RoundedRect outline = create_rect(u_outline_rect);
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rounded_rect_transform(outline, u_modelview);
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float alpha = Texture(u_source, vUv).a;
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alpha *= (1.0 - clamp(rounded_rect_coverage(outline, f.xy), 0.0, 1.0));
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alpha *= (1.0 - clamp(rounded_rect_coverage(decode_rect(transformed_outline), f.xy), 0.0, 1.0));
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vec4 color = final_color * alpha;
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@ -1,11 +1,3 @@
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#ifdef GSK_GL3
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precision highp float;
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#endif
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#ifdef GSK_GLES
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precision highp float;
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#endif
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uniform sampler2D u_source;
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uniform mat4 u_projection;
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uniform mat4 u_modelview;
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@ -14,42 +6,23 @@ uniform vec4 u_viewport;
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uniform vec4[3] u_clip_rect;
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#if GSK_GLES
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#define _OUT_ varying
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#define _IN_ varying
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#elif GSK_LEGACY
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#define _OUT_ varying
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#define _IN_ varying
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_OUT_ vec4 outputColor;
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#else
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#define _OUT_ out
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#define _IN_ in
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_OUT_ vec4 outputColor;
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#endif
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_IN_ vec2 vUv;
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struct RoundedRect
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RoundedRect decode_rect(_ROUNDED_RECT_UNIFORM_ r)
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{
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vec4 bounds;
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// Look, arrays can't be in structs if you want to return the struct
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// from a function in gles or whatever. Just kill me.
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vec4 corner_points1; // xy = top left, zw = top right
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vec4 corner_points2; // xy = bottom right, zw = bottom left
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};
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// Transform from a GskRoundedRect to a RoundedRect as we need it.
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RoundedRect
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create_rect(vec4[3] data)
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{
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vec4 bounds = vec4(data[0].xy, data[0].xy + data[0].zw);
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vec4 corner_points1 = vec4(bounds.xy + data[1].xy,
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bounds.zy + vec2(data[1].zw * vec2(-1, 1)));
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vec4 corner_points2 = vec4(bounds.zw + (data[2].xy * vec2(-1, -1)),
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bounds.xw + vec2(data[2].zw * vec2(1, -1)));
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return RoundedRect(bounds, corner_points1, corner_points2);
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#if defined(GSK_GLES) || defined(GSK_LEGACY)
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return RoundedRect(r[0], r[1], r[2]);
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#else
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return r;
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#endif
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}
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float
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@ -103,45 +76,6 @@ rounded_rect_coverage (RoundedRect r, vec2 p)
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return 1.0 - dot(vec4(is_out), corner_coverages);
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}
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// amount is: top, right, bottom, left
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RoundedRect
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rounded_rect_shrink (RoundedRect r, vec4 amount)
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{
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vec4 new_bounds = r.bounds + vec4(1.0,1.0,-1.0,-1.0) * amount.wxyz;
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vec4 new_corner_points1 = r.corner_points1;
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vec4 new_corner_points2 = r.corner_points2;
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if (r.corner_points1.xy == r.bounds.xy) new_corner_points1.xy = new_bounds.xy;
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if (r.corner_points1.zw == r.bounds.zy) new_corner_points1.zw = new_bounds.zy;
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if (r.corner_points2.xy == r.bounds.zw) new_corner_points2.xy = new_bounds.zw;
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if (r.corner_points2.zw == r.bounds.xw) new_corner_points2.zw = new_bounds.xw;
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return RoundedRect (new_bounds, new_corner_points1, new_corner_points2);
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}
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void
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rounded_rect_offset(inout RoundedRect r, vec2 offset)
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{
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r.bounds.xy += offset;
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r.bounds.zw += offset;
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r.corner_points1.xy += offset;
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r.corner_points1.zw += offset;
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r.corner_points2.xy += offset;
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r.corner_points2.zw += offset;
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}
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void rounded_rect_transform(inout RoundedRect r, mat4 mat)
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{
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r.bounds.xy = (mat * vec4(r.bounds.xy, 0.0, 1.0)).xy;
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r.bounds.zw = (mat * vec4(r.bounds.zw, 0.0, 1.0)).xy;
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r.corner_points1.xy = (mat * vec4(r.corner_points1.xy, 0.0, 1.0)).xy;
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r.corner_points1.zw = (mat * vec4(r.corner_points1.zw, 0.0, 1.0)).xy;
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r.corner_points2.xy = (mat * vec4(r.corner_points2.xy, 0.0, 1.0)).xy;
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r.corner_points2.zw = (mat * vec4(r.corner_points2.zw, 0.0, 1.0)).xy;
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}
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vec4 Texture(sampler2D sampler, vec2 texCoords) {
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#if GSK_GLES
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return texture2D(sampler, texCoords);
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37
gsk/resources/glsl/preamble.glsl
Normal file
37
gsk/resources/glsl/preamble.glsl
Normal file
@ -0,0 +1,37 @@
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#ifndef GSK_LEGACY
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precision highp float;
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#endif
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#if defined(GSK_GLES) || defined(GSK_LEGACY)
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#define _OUT_ varying
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#define _IN_ varying
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#define _ROUNDED_RECT_UNIFORM_ vec4[3]
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#else
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#define _OUT_ out
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#define _IN_ in
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#define _ROUNDED_RECT_UNIFORM_ RoundedRect
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#endif
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struct RoundedRect
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{
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vec4 bounds;
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// Look, arrays can't be in structs if you want to return the struct
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// from a function in gles or whatever. Just kill me.
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vec4 corner_points1; // xy = top left, zw = top right
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vec4 corner_points2; // xy = bottom right, zw = bottom left
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};
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// Transform from a GskRoundedRect to a RoundedRect as we need it.
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RoundedRect
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create_rect(vec4[3] data)
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{
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vec4 bounds = vec4(data[0].xy, data[0].xy + data[0].zw);
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vec4 corner_points1 = vec4(bounds.xy + data[1].xy,
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bounds.zy + vec2(data[1].zw * vec2(-1, 1)));
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vec4 corner_points2 = vec4(bounds.zw + (data[2].xy * vec2(-1, -1)),
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bounds.xw + vec2(data[2].zw * vec2(1, -1)));
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return RoundedRect(bounds, corner_points1, corner_points2);
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}
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@ -2,26 +2,72 @@ uniform mat4 u_projection;
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uniform mat4 u_modelview;
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uniform float u_alpha;
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#ifdef GSK_GLES
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precision highp float;
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#endif
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#if GSK_GLES
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#define _OUT_ varying
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#define _IN_ varying
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attribute vec2 aPosition;
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attribute vec2 aUv;
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_OUT_ vec2 vUv;
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#elif GSK_LEGACY
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#define _OUT_ varying
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#define _IN_ varying
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attribute vec2 aPosition;
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attribute vec2 aUv;
|
||||
_OUT_ vec2 vUv;
|
||||
#else
|
||||
#define _OUT_ out
|
||||
#define _IN_ in
|
||||
_IN_ vec2 aPosition;
|
||||
_IN_ vec2 aUv;
|
||||
_OUT_ vec2 vUv;
|
||||
#endif
|
||||
|
||||
// amount is: top, right, bottom, left
|
||||
RoundedRect
|
||||
rounded_rect_shrink (RoundedRect r, vec4 amount)
|
||||
{
|
||||
vec4 new_bounds = r.bounds + vec4(1.0,1.0,-1.0,-1.0) * amount.wxyz;
|
||||
vec4 new_corner_points1 = r.corner_points1;
|
||||
vec4 new_corner_points2 = r.corner_points2;
|
||||
|
||||
if (r.corner_points1.xy == r.bounds.xy) new_corner_points1.xy = new_bounds.xy;
|
||||
if (r.corner_points1.zw == r.bounds.zy) new_corner_points1.zw = new_bounds.zy;
|
||||
if (r.corner_points2.xy == r.bounds.zw) new_corner_points2.xy = new_bounds.zw;
|
||||
if (r.corner_points2.zw == r.bounds.xw) new_corner_points2.zw = new_bounds.xw;
|
||||
|
||||
return RoundedRect (new_bounds, new_corner_points1, new_corner_points2);
|
||||
}
|
||||
|
||||
void
|
||||
rounded_rect_offset(inout RoundedRect r, vec2 offset)
|
||||
{
|
||||
r.bounds.xy += offset;
|
||||
r.bounds.zw += offset;
|
||||
r.corner_points1.xy += offset;
|
||||
r.corner_points1.zw += offset;
|
||||
r.corner_points2.xy += offset;
|
||||
r.corner_points2.zw += offset;
|
||||
}
|
||||
|
||||
void rounded_rect_transform(inout RoundedRect r, mat4 mat)
|
||||
{
|
||||
r.bounds.xy = (mat * vec4(r.bounds.xy, 0.0, 1.0)).xy;
|
||||
r.bounds.zw = (mat * vec4(r.bounds.zw, 0.0, 1.0)).xy;
|
||||
|
||||
r.corner_points1.xy = (mat * vec4(r.corner_points1.xy, 0.0, 1.0)).xy;
|
||||
r.corner_points1.zw = (mat * vec4(r.corner_points1.zw, 0.0, 1.0)).xy;
|
||||
|
||||
r.corner_points2.xy = (mat * vec4(r.corner_points2.xy, 0.0, 1.0)).xy;
|
||||
r.corner_points2.zw = (mat * vec4(r.corner_points2.zw, 0.0, 1.0)).xy;
|
||||
}
|
||||
|
||||
#if defined(GSK_LEGACY)
|
||||
// Can't have out or inout array parameters...
|
||||
#define rounded_rect_encode(r, uni) uni[0] = r.bounds; uni[1] = r.corner_points1; uni[2] = r.corner_points2;
|
||||
#else
|
||||
void rounded_rect_encode(RoundedRect r, out _ROUNDED_RECT_UNIFORM_ out_r)
|
||||
{
|
||||
#if defined(GSK_GLES)
|
||||
out_r[0] = r.bounds;
|
||||
out_r[1] = r.corner_points1;
|
||||
out_r[2] = r.corner_points2;
|
||||
#else
|
||||
out_r = r;
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
|
@ -1,7 +1,12 @@
|
||||
// VERTEX_SHADER:
|
||||
uniform vec4 u_color;
|
||||
uniform float u_spread;
|
||||
uniform vec2 u_offset;
|
||||
uniform vec4[3] u_outline_rect;
|
||||
|
||||
_OUT_ vec4 final_color;
|
||||
_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
||||
_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
|
||||
void main() {
|
||||
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
||||
@ -9,20 +14,6 @@ void main() {
|
||||
final_color = u_color;
|
||||
final_color.rgb *= final_color.a;
|
||||
final_color *= u_alpha;
|
||||
}
|
||||
|
||||
// FRAGMENT_SHADER:
|
||||
uniform float u_spread;
|
||||
uniform vec2 u_offset;
|
||||
uniform vec4[3] u_outline_rect;
|
||||
|
||||
_IN_ vec4 final_color;
|
||||
|
||||
void main() {
|
||||
vec4 f = gl_FragCoord;
|
||||
|
||||
f.x += u_viewport.x;
|
||||
f.y = (u_viewport.y + u_viewport.w) - f.y;
|
||||
|
||||
RoundedRect inside = create_rect(u_outline_rect);
|
||||
RoundedRect outside = rounded_rect_shrink(inside, vec4(- u_spread));
|
||||
@ -32,9 +23,24 @@ void main() {
|
||||
rounded_rect_transform(outside, u_modelview);
|
||||
rounded_rect_transform(inside, u_modelview);
|
||||
|
||||
float alpha = clamp (rounded_rect_coverage (outside, f.xy) -
|
||||
rounded_rect_coverage (inside, f.xy),
|
||||
0.0, 1.0);
|
||||
rounded_rect_encode(outside, transformed_outside_outline);
|
||||
rounded_rect_encode(inside, transformed_inside_outline);
|
||||
}
|
||||
|
||||
// FRAGMENT_SHADER:
|
||||
_IN_ vec4 final_color;
|
||||
_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
||||
_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
|
||||
void main() {
|
||||
vec4 f = gl_FragCoord;
|
||||
|
||||
f.x += u_viewport.x;
|
||||
f.y = (u_viewport.y + u_viewport.w) - f.y;
|
||||
|
||||
float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), f.xy) -
|
||||
rounded_rect_coverage(decode_rect(transformed_inside_outline), f.xy),
|
||||
0.0, 1.0);
|
||||
|
||||
setOutputColor(final_color * alpha);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user