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6e4a526ddf
I'm a bit unsure about using the zero rect in the fallback situtation where one image doesn't exist, but it seems to work. This removes the last pattern-only rendernode and with that the last fallback usage with disabled ubershader.
63 lines
1.3 KiB
GLSL
63 lines
1.3 KiB
GLSL
#include "common.glsl"
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#include "blendmode.glsl"
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PASS(0) vec2 _pos;
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PASS_FLAT(1) Rect _bottom_rect;
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PASS_FLAT(2) Rect _top_rect;
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PASS(3) vec2 _bottom_coord;
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PASS(4) vec2 _top_coord;
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PASS_FLAT(5) uint _bottom_id;
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PASS_FLAT(6) uint _top_id;
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PASS_FLAT(7) float _opacity;
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#ifdef GSK_VERTEX_SHADER
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IN(0) vec4 in_rect;
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IN(1) vec4 in_bottom_rect;
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IN(2) uint in_bottom_id;
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IN(3) vec4 in_top_rect;
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IN(4) uint in_top_id;
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IN(5) float in_opacity;
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void
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run (out vec2 pos)
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{
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Rect r = rect_from_gsk (in_rect);
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pos = rect_get_position (r);
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_pos = pos;
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_opacity = in_opacity;
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Rect bottom_rect = rect_from_gsk (in_bottom_rect);
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_bottom_rect = bottom_rect;
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_bottom_coord = rect_get_coord (bottom_rect, pos);
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_bottom_id = in_bottom_id;
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Rect top_rect = rect_from_gsk (in_top_rect);
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_top_rect = top_rect;
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_top_coord = rect_get_coord (top_rect, pos);
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_top_id = in_top_id;
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}
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#endif
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#ifdef GSK_FRAGMENT_SHADER
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void
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run (out vec4 color,
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out vec2 position)
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{
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color = _opacity * blend_mode (gsk_texture (_bottom_id, _bottom_coord)
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* rect_coverage (_bottom_rect, _pos),
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gsk_texture (_top_id, _top_coord)
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* rect_coverage (_top_rect, _pos),
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GSK_VARIATION);
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position = _pos;
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}
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#endif
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