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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.
73 lines
2.3 KiB
GLSL
73 lines
2.3 KiB
GLSL
#version 420 core
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#include "clip.vert.glsl"
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struct ColorStop {
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float offset;
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vec4 color;
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};
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec2 inStart;
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layout(location = 2) in vec2 inEnd;
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layout(location = 3) in int inRepeating;
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layout(location = 4) in int inStopCount;
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layout(location = 5) in vec4 inOffsets0;
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layout(location = 6) in vec4 inOffsets1;
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layout(location = 7) in vec4 inColors0;
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layout(location = 8) in vec4 inColors1;
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layout(location = 9) in vec4 inColors2;
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layout(location = 10) in vec4 inColors3;
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layout(location = 11) in vec4 inColors4;
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layout(location = 12) in vec4 inColors5;
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layout(location = 13) in vec4 inColors6;
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layout(location = 14) in vec4 inColors7;
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layout(location = 0) out vec2 outPos;
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layout(location = 1) out float outGradientPos;
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layout(location = 2) out flat int outRepeating;
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layout(location = 3) out flat int outStopCount;
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layout(location = 4) out flat ColorStop outStops[8];
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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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float
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get_gradient_pos (vec2 pos)
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{
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pos = pos - inStart;
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vec2 grad = inEnd - inStart;
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return dot (pos, grad) / dot (grad, grad);
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}
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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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outGradientPos = get_gradient_pos (pos);
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outRepeating = inRepeating;
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outStopCount = inStopCount;
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outStops[0].offset = inOffsets0[0];
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outStops[0].color = inColors0 * vec4(inColors0.aaa, 1.0);
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outStops[1].offset = inOffsets0[1];
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outStops[1].color = inColors1 * vec4(inColors1.aaa, 1.0);
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outStops[2].offset = inOffsets0[2];
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outStops[2].color = inColors2 * vec4(inColors2.aaa, 1.0);
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outStops[3].offset = inOffsets0[3];
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outStops[3].color = inColors3 * vec4(inColors3.aaa, 1.0);
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outStops[4].offset = inOffsets1[0];
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outStops[4].color = inColors4 * vec4(inColors4.aaa, 1.0);
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outStops[5].offset = inOffsets1[1];
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outStops[5].color = inColors5 * vec4(inColors5.aaa, 1.0);
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outStops[6].offset = inOffsets1[2];
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outStops[6].color = inColors6 * vec4(inColors6.aaa, 1.0);
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outStops[7].offset = inOffsets1[3];
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outStops[7].color = inColors7 * vec4(inColors7.aaa, 1.0);
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}
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