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gl renderer: Fix shaders for gles
Remove uniform initializers, add casts to float, etc.
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@ -1,5 +1,5 @@
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uniform float u_blur_radius = 40.0;
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uniform vec2 u_blur_size = vec2(393, 393);
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uniform float u_blur_radius;// = 40.0;
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uniform vec2 u_blur_size;// = vec2(393, 393);
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float Gaussian (float sigma, float x) {
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return exp ( - (x * x) / (2.0 * sigma * sigma));
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@ -18,11 +18,11 @@ vec4 blur_pixel (in vec2 uv) {
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for (int y = -half_radius; y < half_radius; y ++) {
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float fy = Gaussian (radius / 2.0, float(y));
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float offset_y = y * pixel_size_y;
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float offset_y = float(y) * pixel_size_y;
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for (int x = -half_radius; x < half_radius; x ++) {
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float fx = Gaussian (radius / 2.0, float(x));
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float offset_x = x * pixel_size_x;
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float offset_x = float(x) * pixel_size_x;
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vec4 c = Texture(u_source, uv + vec2(offset_x, offset_y));
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total += fx * fy;
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@ -1,4 +1,4 @@
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uniform vec4 u_color = vec4(1, 0, 1, 1);
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uniform vec4 u_color;// = vec4(1, 0, 1, 1);
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uniform vec4 u_widths;
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// For border we abuse, ehm, re-use, the global clip
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@ -7,6 +7,6 @@ void main() {
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vec4 source2 = Texture(u_source2, vUv); // end child
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float p = u_progress;
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vec4 color = ((1 - p) * source1) + (p * source2);
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vec4 color = ((1.0 - p) * source1) + (p * source2);
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setOutputColor(color);
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}
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@ -1,17 +1,105 @@
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precision mediump float;
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uniform mat4 uMVP;
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uniform sampler2D uSource;
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uniform sampler2D uMask;
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uniform float uAlpha;
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uniform sampler2D u_source;
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uniform sampler2D u_mask;
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uniform mat4 u_projection;
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uniform mat4 u_modelview;
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uniform float u_alpha;
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uniform int uBlendMode;
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uniform vec4 u_viewport;
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// In GtkSnapshot coordinates
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uniform vec4 u_clip;
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uniform vec4 u_clip_corner_widths;
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uniform vec4 u_clip_corner_heights;
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varying vec2 vUv;
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struct RoundedRect
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{
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vec4 bounds;
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vec4 corner_widths;
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vec4 corner_heights;
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};
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float
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ellipsis_dist (vec2 p, vec2 radius)
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{
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if (radius == vec2(0, 0))
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return 0.0;
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vec2 p0 = p / radius;
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vec2 p1 = 2.0 * p0 / radius;
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return (dot(p0, p0) - 1.0) / length (p1);
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}
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float
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ellipsis_coverage (vec2 point, vec2 center, vec2 radius)
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{
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float d = ellipsis_dist (point - center, radius);
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return clamp (0.5 - d, 0.0, 1.0);
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}
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float
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rounded_rect_coverage (RoundedRect r, vec2 p)
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{
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if (p.x < r.bounds.x || p.y < r.bounds.y ||
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p.x >= r.bounds.z || p.y >= r.bounds.w)
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return 0.0;
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vec2 rad_tl = vec2(r.corner_widths.x, r.corner_heights.x);
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vec2 rad_tr = vec2(r.corner_widths.y, r.corner_heights.y);
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vec2 rad_br = vec2(r.corner_widths.z, r.corner_heights.z);
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vec2 rad_bl = vec2(r.corner_widths.w, r.corner_heights.w);
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vec2 ref_tl = r.bounds.xy + vec2( r.corner_widths.x, r.corner_heights.x);
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vec2 ref_tr = r.bounds.zy + vec2(-r.corner_widths.y, r.corner_heights.y);
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vec2 ref_br = r.bounds.zw + vec2(-r.corner_widths.z, -r.corner_heights.z);
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vec2 ref_bl = r.bounds.xw + vec2( r.corner_widths.w, -r.corner_heights.w);
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float d_tl = ellipsis_coverage(p, ref_tl, rad_tl);
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float d_tr = ellipsis_coverage(p, ref_tr, rad_tr);
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float d_br = ellipsis_coverage(p, ref_br, rad_br);
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float d_bl = ellipsis_coverage(p, ref_bl, rad_bl);
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vec4 corner_coverages = 1.0 - vec4(d_tl, d_tr, d_br, d_bl);
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bvec4 is_out = bvec4(p.x < ref_tl.x && p.y < ref_tl.y,
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p.x > ref_tr.x && p.y < ref_tr.y,
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p.x > ref_br.x && p.y > ref_br.y,
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p.x < ref_bl.x && p.y > ref_bl.y);
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return 1.0 - dot(vec4(is_out), corner_coverages);
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}
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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_widths = max (r.corner_widths - amount.wyyw, 0.0);
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vec4 new_heights = max (r.corner_heights - amount.xxzz, 0.0);
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return RoundedRect (new_bounds, new_widths, new_heights);
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}
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vec4 Texture(sampler2D sampler, vec2 texCoords) {
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return texture2D(sampler, texCoords);
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}
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void setOutputColor(vec4 color) {
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gl_FragColor = color;
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vec4 clipBounds = u_clip;
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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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clipBounds.z = clipBounds.x + clipBounds.z;
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clipBounds.w = clipBounds.y + clipBounds.w;
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RoundedRect r = RoundedRect(clipBounds, u_clip_corner_widths, u_clip_corner_heights);
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gl_FragColor = color * rounded_rect_coverage(r, f.xy);
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/*gl_FragColor = color;*/
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}
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@ -1,4 +1,7 @@
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uniform mat4 uMVP;
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precision mediump float;
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uniform mat4 u_projection;
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uniform mat4 u_modelview;
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attribute vec2 aPosition;
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attribute vec2 aUv;
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@ -1,6 +1,6 @@
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uniform vec4 u_outline;
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uniform vec4 u_corner_widths = vec4(0, 0, 0, 0);
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uniform vec4 u_corner_heights = vec4(0, 0, 0, 0);
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uniform vec4 u_corner_widths;//= vec4(0, 0, 0, 0);
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uniform vec4 u_corner_heights;// = vec4(0, 0, 0, 0);
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void main() {
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vec4 f = gl_FragCoord;
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@ -11,6 +11,6 @@ void main() {
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RoundedRect outline = RoundedRect(vec4(u_outline.xy, u_outline.xy + u_outline.zw), u_corner_widths, u_corner_heights);
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vec4 color = Texture(u_source, vUv);
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color = color * (1 - clamp(rounded_rect_coverage (outline, f.xy), 0, 1));
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color = color * (1.0 - clamp(rounded_rect_coverage (outline, f.xy), 0.0, 1.0));
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setOutputColor(color * u_alpha);
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}
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