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900a4e4d31
Move the resources of each renderer to its subdirectory. We've previously done that for the ngl renderer, but it is better to be consistent and do it for all the renderers.
38 lines
1.0 KiB
GLSL
38 lines
1.0 KiB
GLSL
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#version 420 core
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#include "clip.vert.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inTexRect;
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layout(location = 2) in float inRadius;
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layout(location = 0) out vec2 outPos;
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layout(location = 1) out flat vec2 outSize;
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layout(location = 2) out vec2 outTexCoord;
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layout(location = 3) out flat float outRadius;
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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vec2(0.0, 1.0),
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vec2(1.0, 0.0),
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vec2(1.0, 1.0) };
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void main() {
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vec4 rect = clip (inRect);
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vec2 pos = rect.xy + rect.zw * offsets[gl_VertexIndex];
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gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
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outPos = pos;
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outSize = inRect.zw;
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vec4 texrect = vec4((rect.xy - inRect.xy) / inRect.zw,
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rect.zw / inRect.zw);
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texrect = vec4(inTexRect.xy + inTexRect.zw * texrect.xy,
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inTexRect.zw * texrect.zw);
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outTexCoord = texrect.xy + texrect.zw * offsets[gl_VertexIndex];
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outRadius = inRadius;
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}
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