gtk/gsk/gpu/shaders/gskgpuborder.glsl
Benjamin Otte 269662c888 gpu: Scale the border offset
The shader was forgetting to apply global scale to the offset, which
would cause lines to be offset improperly on hidpi.

Fixes #6412
2024-02-09 04:28:32 +01:00

118 lines
2.4 KiB
GLSL

#include "common.glsl"
PASS(0) vec2 _pos;
PASS_FLAT(1) vec4 _color;
PASS_FLAT(2) RoundedRect _outside;
PASS_FLAT(5) RoundedRect _inside;
#ifdef GSK_VERTEX_SHADER
IN(0) mat4 in_border_colors;
IN(4) mat3x4 in_outline;
IN(7) vec4 in_border_widths;
IN(8) vec2 in_offset;
vec4
compute_color (void)
{
uint triangle_index = uint (GSK_VERTEX_INDEX) / 3u;
uint index, fallback;
switch (triangle_index)
{
case 2u * SLICE_TOP_LEFT + 1u:
index = TOP;
fallback = LEFT;
break;
case 2u * SLICE_TOP:
case 2u * SLICE_TOP + 1u:
index = TOP;
fallback = TOP;
break;
case 2u * SLICE_TOP_RIGHT:
index = TOP;
fallback = RIGHT;
break;
case 2u * SLICE_TOP_RIGHT + 1u:
index = RIGHT;
fallback = TOP;
break;
case 2u * SLICE_RIGHT:
case 2u * SLICE_RIGHT + 1u:
index = RIGHT;
fallback = RIGHT;
break;
case 2u * SLICE_BOTTOM_RIGHT:
index = RIGHT;
fallback = BOTTOM;
break;
case 2u * SLICE_BOTTOM_RIGHT + 1u:
index = BOTTOM;
fallback = RIGHT;
break;
case 2u * SLICE_BOTTOM:
case 2u * SLICE_BOTTOM + 1u:
index = BOTTOM;
fallback = BOTTOM;
break;
case 2u * SLICE_BOTTOM_LEFT:
index = BOTTOM;
fallback = LEFT;
break;
case 2u * SLICE_BOTTOM_LEFT + 1u:
index = LEFT;
fallback = BOTTOM;
break;
case 2u * SLICE_LEFT:
case 2u * SLICE_LEFT + 1u:
index = LEFT;
fallback = LEFT;
break;
case 2u * SLICE_TOP_LEFT:
index = LEFT;
fallback = TOP;
break;
}
if (in_border_widths[index] > 0.0)
return color_premultiply (in_border_colors[index]);
else
return color_premultiply (in_border_colors[fallback]);
}
void
run (out vec2 pos)
{
vec4 border_widths = in_border_widths * GSK_GLOBAL_SCALE.yxyx;
RoundedRect outside = rounded_rect_from_gsk (in_outline);
RoundedRect inside = rounded_rect_shrink (outside, border_widths);
rounded_rect_offset (inside, in_offset * GSK_GLOBAL_SCALE);
pos = border_get_position (outside, inside);
_pos = pos;
_color = compute_color ();
_outside = outside;
_inside = inside;
}
#endif
#ifdef GSK_FRAGMENT_SHADER
void
run (out vec4 color,
out vec2 position)
{
float alpha = clamp (rounded_rect_coverage (_outside, _pos) -
rounded_rect_coverage (_inside, _pos),
0.0, 1.0);
position = _pos;
color = _color * alpha;
}
#endif