Timm Bäder
7222a0901d
unblurred outset shadow shader: Use premultiply()
2020-10-14 15:06:12 -04:00
Alexander Larsson
bacb3affb3
gl: Add some namespacing to the preamble symbols
...
This adds a gsk prefix to the stuff in the preamble, as we want to
avoid it conflicting with things in the main shader. Especially once
we start allow some customization of shaders.
2020-09-29 09:51:16 +02:00
Timm Bäder
72d4a83af8
gl renderer: Moar state tracking
...
Track what we really need to send for inset shadows, which are used
as a border replacement in many cases.
Fishbowl says I can draw around 200-300 more switches per frame like
this too.
2020-07-28 05:34:11 +02:00
Timm Bäder
52ae384bfd
gl shaders: unify frag coord handling
2020-05-10 09:30:15 +02:00
Timm Bäder
685288216f
gl renderer: Move rect transformation to the vertex shader
...
No need to do this for every fragment.
2020-01-24 06:08:39 +01:00
Timm Bäder
c8fa1f19db
gl renderer: Transform rounded rect on the GPU
...
Change the RoundedRect struct we use in our shaders so we can transform
it using (affine) matrices.
2020-01-24 06:08:39 +01:00
Timm Bäder
b8aa51d522
gl renderer: Move more work to the vertex shaders
2020-01-07 17:27:16 +01:00
Timm Bäder
f79c807645
gl renderer: Don't invert offset value twice
2020-01-07 17:27:16 +01:00
Timm Bäder
2079c898e7
gl renderer: Remove some unneeded calculations from shaders
2020-01-07 17:27:16 +01:00
Timm Bäder
1243174e53
gl renderer: Make RoundedRect work in gles
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Which can't return struct types containing arrays. So let's revert to
the previous version but still send the rect along as a vec4[3];
2020-01-07 17:27:15 +01:00
Timm Bäder
cc909b160f
gl renderer: Rewrite shader builder
...
Use a unified approach to write both vertex and fragment shader in the
same file.
2020-01-07 17:27:15 +01:00