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ade7509b97
It causes issues with compilation of GLES shaders and isn't in any way correct.
88 lines
2.0 KiB
GLSL
88 lines
2.0 KiB
GLSL
// VERTEX_SHADER
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// radial_gradient.glsl
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uniform vec4 u_geometry;
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_OUT_ vec2 coord;
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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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vec2 mv0 = u_modelview[0].xy;
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vec2 mv1 = u_modelview[1].xy;
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vec2 offset = aPosition - u_geometry.xy;
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vec2 dir = vec2(dot(mv0, offset),
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dot(mv1, offset));
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coord = dir * u_geometry.zw;
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}
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// FRAGMENT_SHADER:
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// radial_gradient.glsl
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#define MAX_COLOR_STOPS 6
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#ifdef GSK_LEGACY
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uniform int u_num_color_stops;
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#else
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uniform highp int u_num_color_stops;
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#endif
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uniform bool u_repeat;
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uniform vec2 u_range;
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uniform float u_color_stops[MAX_COLOR_STOPS * 5];
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_IN_ vec2 coord;
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float get_offset(int index) {
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// u_color_stops[5 * index] makes Intel Windows driver crash.
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// See https://gitlab.gnome.org/GNOME/gtk/-/issues/3783
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int base = 5 * index;
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return u_color_stops[base];
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}
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vec4 get_color(int index) {
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int base = 5 * index + 1;
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return vec4(u_color_stops[base],
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u_color_stops[base + 1],
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u_color_stops[base + 2],
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u_color_stops[base + 3]);
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}
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void main() {
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// Reverse scale
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float offset = length(coord) * u_range.x + u_range.y;
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float curr_offset;
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float next_offset;
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if (u_repeat) {
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offset = fract(offset);
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}
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next_offset = get_offset(0);
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if (offset < next_offset) {
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gskSetOutputColor(gsk_scaled_premultiply(get_color(0), u_alpha));
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return;
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}
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if (offset >= get_offset(u_num_color_stops - 1)) {
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gskSetOutputColor(gsk_scaled_premultiply(get_color(u_num_color_stops - 1), u_alpha));
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return;
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}
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for (int i = 0; i < MAX_COLOR_STOPS; i++) {
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curr_offset = next_offset;
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next_offset = get_offset(i + 1);
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if (offset < next_offset) {
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float f = (offset - curr_offset) / (next_offset - curr_offset);
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vec4 curr_color = gsk_premultiply(get_color(i));
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vec4 next_color = gsk_premultiply(get_color(i + 1));
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vec4 color = mix(curr_color, next_color, f);
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gskSetScaledOutputColor(color, u_alpha);
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return;
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}
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}
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}
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