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ad65db901a
Our coverage computation only works for well-behaved rects and rounded rects. But our modelview transform might flip x or y around, causing things to fail. Add functions to normalize rects and rounded rects, and use it whenever we transform a rounded rect in GLSL.
167 lines
3.9 KiB
GLSL
167 lines
3.9 KiB
GLSL
uniform sampler2D u_source;
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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 vec4 u_viewport;
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uniform vec4[3] u_clip_rect;
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#if defined(GSK_LEGACY)
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_OUT_ vec4 outputColor;
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#elif !defined(GSK_GLES)
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_OUT_ vec4 outputColor;
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#endif
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_IN_ vec2 vUv;
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GskRoundedRect gsk_decode_rect(_GSK_ROUNDED_RECT_UNIFORM_ r)
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{
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GskRoundedRect rect;
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#if defined(GSK_GLES) || defined(GSK_LEGACY)
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rect = GskRoundedRect(r[0], r[1], r[2]);
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#else
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rect = r;
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#endif
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gsk_rounded_rect_normalize (rect);
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return rect;
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}
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float
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gsk_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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gsk_ellipsis_coverage (vec2 point, vec2 center, vec2 radius)
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{
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float d = gsk_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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gsk_rounded_rect_coverage (GskRoundedRect 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 ref_tl = r.corner_points1.xy;
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vec2 ref_tr = r.corner_points1.zw;
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vec2 ref_br = r.corner_points2.xy;
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vec2 ref_bl = r.corner_points2.zw;
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if (p.x >= ref_tl.x && p.x >= ref_bl.x &&
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p.x <= ref_tr.x && p.x <= ref_br.x)
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return 1.0;
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if (p.y >= ref_tl.y && p.y >= ref_tr.y &&
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p.y <= ref_bl.y && p.y <= ref_br.y)
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return 1.0;
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vec2 rad_tl = r.corner_points1.xy - r.bounds.xy;
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vec2 rad_tr = r.corner_points1.zw - r.bounds.zy;
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vec2 rad_br = r.corner_points2.xy - r.bounds.zw;
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vec2 rad_bl = r.corner_points2.zw - r.bounds.xw;
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float d_tl = gsk_ellipsis_coverage(p, ref_tl, rad_tl);
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float d_tr = gsk_ellipsis_coverage(p, ref_tr, rad_tr);
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float d_br = gsk_ellipsis_coverage(p, ref_br, rad_br);
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float d_bl = gsk_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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float
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gsk_rect_coverage (vec4 r, vec2 p)
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{
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if (p.x < r.x || p.y < r.y ||
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p.x >= r.z || p.y >= r.w)
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return 0.0;
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return 1.0;
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}
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vec4 GskTexture(sampler2D sampler, vec2 texCoords) {
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#if defined(GSK_GLES) || defined(GSK_LEGACY)
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return texture2D(sampler, texCoords);
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#else
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return texture(sampler, texCoords);
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#endif
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}
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#ifdef GSK_GL3
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layout(origin_upper_left) in vec4 gl_FragCoord;
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#endif
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vec2 gsk_get_frag_coord() {
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vec2 fc = gl_FragCoord.xy;
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#ifdef GSK_GL3
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fc += u_viewport.xy;
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#else
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fc.x += u_viewport.x;
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fc.y = (u_viewport.y + u_viewport.w) - fc.y;
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#endif
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return fc;
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}
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void gskSetOutputColor(vec4 color) {
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vec4 result;
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#if defined(NO_CLIP)
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result = color;
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#elif defined(RECT_CLIP)
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float coverage = gsk_rect_coverage(gsk_get_bounds(u_clip_rect),
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gsk_get_frag_coord());
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result = color * coverage;
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#else
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float coverage = gsk_rounded_rect_coverage(gsk_create_rect(u_clip_rect),
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gsk_get_frag_coord());
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result = color * coverage;
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#endif
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#if defined(GSK_GLES) || defined(GSK_LEGACY)
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gl_FragColor = result;
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#else
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outputColor = result;
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#endif
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}
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void gskSetScaledOutputColor(vec4 color, float alpha) {
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vec4 result;
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#if defined(NO_CLIP)
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result = color * alpha;
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#elif defined(RECT_CLIP)
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float coverage = gsk_rect_coverage(gsk_get_bounds(u_clip_rect),
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gsk_get_frag_coord());
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result = color * (alpha * coverage);
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#else
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float coverage = gsk_rounded_rect_coverage(gsk_create_rect(u_clip_rect),
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gsk_get_frag_coord());
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result = color * (alpha * coverage);
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#endif
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#if defined(GSK_GLES) || defined(GSK_LEGACY)
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gl_FragColor = result;
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#else
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outputColor = result;
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#endif
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}
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