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06d5c8e72d
Instead of using uniforms for color used in multiple programs, pass it as vertex attributes. This will let us batch more draw calls, since we don't have to change uniforms so often. In particular, for syntax-highlighted text.
41 lines
1.3 KiB
GLSL
41 lines
1.3 KiB
GLSL
// VERTEX_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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_OUT_ vec4 final_color;
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_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_OUT_ _GSK_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 = gsk_premultiply(aColor) * u_alpha;
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GskRoundedRect outside = gsk_create_rect(u_outline_rect);
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GskRoundedRect inside = gsk_rounded_rect_shrink(outside, vec4(u_spread));
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gsk_rounded_rect_offset(inside, u_offset);
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gsk_rounded_rect_transform(outside, u_modelview);
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gsk_rounded_rect_transform(inside, u_modelview);
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gsk_rounded_rect_encode(outside, transformed_outside_outline);
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gsk_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_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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void main() {
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vec2 frag = gsk_get_frag_coord();
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float alpha = clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag) -
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gsk_rounded_rect_coverage(gsk_decode_rect(transformed_inside_outline), frag),
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0.0, 1.0);
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gskSetOutputColor(final_color * alpha);
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}
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