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gl renderer: Consolidate color pre-multiplication
Add a common function that tells us what it does and replace all the manual stuff with it. Fixes #3170
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@ -10,9 +10,7 @@ _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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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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final_color = premultiply(u_color) * u_alpha;
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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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@ -6,10 +6,7 @@ _OUT_ vec4 final_color;
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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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final_color = u_color;
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// Pre-multiply alpha
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final_color.rgb *= final_color.a;
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final_color *= u_alpha;
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final_color = premultiply(u_color) * u_alpha;
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}
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// FRAGMENT_SHADER:
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@ -8,10 +8,7 @@ void main() {
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vUv = vec2(aUv.x, aUv.y);
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final_color = u_color;
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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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final_color = premultiply(u_color) * u_alpha;
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}
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// FRAGMENT_SHADER:
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@ -25,10 +25,10 @@ void main() {
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for (int i = 0; i < u_num_color_stops; i ++) {
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color_offsets[i] = u_color_stops[(i * 5) + 0];
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color_stops[i].r = u_color_stops[(i * 5) + 1];
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color_stops[i].g = u_color_stops[(i * 5) + 2];
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color_stops[i].b = u_color_stops[(i * 5) + 3];
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color_stops[i].a = u_color_stops[(i * 5) + 4];
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color_stops[i] = premultiply(vec4(u_color_stops[(i * 5) + 1],
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u_color_stops[(i * 5) + 2],
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u_color_stops[(i * 5) + 3],
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u_color_stops[(i * 5) + 4]));
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}
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}
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@ -66,8 +66,5 @@ void main() {
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}
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}
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/* Pre-multiply */
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color.rgb *= color.a;
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setOutputColor(color * u_alpha);
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}
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@ -10,10 +10,7 @@ void main() {
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vUv = vec2(aUv.x, aUv.y);
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final_color = u_color;
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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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final_color = premultiply(u_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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@ -35,3 +35,7 @@ create_rect(vec4[3] data)
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return RoundedRect(bounds, corner_points1, corner_points2);
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}
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vec4 premultiply(vec4 c) {
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return vec4(c.rgb * c.a, c.a);
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}
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@ -21,10 +21,10 @@ void main() {
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for (int i = 0; i < u_num_color_stops; i ++) {
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color_offsets[i] = u_color_stops[(i * 5) + 0];
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color_stops[i].r = u_color_stops[(i * 5) + 1];
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color_stops[i].g = u_color_stops[(i * 5) + 2];
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color_stops[i].b = u_color_stops[(i * 5) + 3];
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color_stops[i].a = u_color_stops[(i * 5) + 4];
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color_stops[i] = premultiply(vec4(u_color_stops[(i * 5) + 1],
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u_color_stops[(i * 5) + 2],
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u_color_stops[(i * 5) + 3],
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u_color_stops[(i * 5) + 4]));
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}
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}
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@ -50,23 +50,18 @@ float abs_offset(float offset) {
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return start + ((end - start) * offset);
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}
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vec4 premultiply(vec4 c) {
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vec4 k = vec4(c.rgb * c.a, c.a);
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return k;
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}
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void main() {
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vec2 pixel = get_frag_coord();
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vec2 rel = (center - pixel) / (u_radius);
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float d = sqrt(dot(rel, rel));
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if (d < abs_offset (color_offsets[0])) {
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setOutputColor(premultiply(color_stops[0]) * u_alpha);
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setOutputColor(color_stops[0] * u_alpha);
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return;
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}
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if (d > end) {
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setOutputColor(premultiply(color_stops[u_num_color_stops - 1]) * u_alpha);
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setOutputColor(color_stops[u_num_color_stops - 1] * u_alpha);
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return;
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}
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@ -85,5 +80,5 @@ void main() {
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}
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}
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setOutputColor(premultiply(color) * u_alpha);
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setOutputColor(color * u_alpha);
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}
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