gtk/gsk/gpu/shaders/gskgpumask.glsl
2024-01-07 07:22:53 +01:00

86 lines
1.7 KiB
GLSL

#include "common.glsl"
#define VARIATION_MASK_MODE GSK_VARIATION
PASS(0) vec2 _pos;
PASS_FLAT(1) Rect _source_rect;
PASS_FLAT(2) Rect _mask_rect;
PASS(3) vec2 _source_coord;
PASS(4) vec2 _mask_coord;
PASS_FLAT(5) uint _source_id;
PASS_FLAT(6) uint _mask_id;
PASS_FLAT(7) float _opacity;
#ifdef GSK_VERTEX_SHADER
IN(0) vec4 in_rect;
IN(1) vec4 in_source_rect;
IN(2) uint in_source_id;
IN(3) vec4 in_mask_rect;
IN(4) uint in_mask_id;
IN(5) float in_opacity;
void
run (out vec2 pos)
{
Rect r = rect_from_gsk (in_rect);
pos = rect_get_position (r);
_pos = pos;
Rect source_rect = rect_from_gsk (in_source_rect);
_source_rect = source_rect;
_source_coord = rect_get_coord (source_rect, pos);
_source_id = in_source_id;
Rect mask_rect = rect_from_gsk (in_mask_rect);
_mask_rect = mask_rect;
_mask_coord = rect_get_coord (mask_rect, pos);
_mask_id = in_mask_id;
_opacity = in_opacity;
}
#endif
#ifdef GSK_FRAGMENT_SHADER
void
run (out vec4 color,
out vec2 position)
{
vec4 source = gsk_texture (_source_id, _source_coord) *
rect_coverage (_source_rect, _pos);
vec4 mask = gsk_texture (_mask_id, _mask_coord) *
rect_coverage (_mask_rect, _pos);
float alpha = _opacity;
switch (VARIATION_MASK_MODE)
{
case GSK_MASK_MODE_ALPHA:
alpha *= mask.a;
break;
case GSK_MASK_MODE_INVERTED_ALPHA:
alpha *= (1.0 - mask.a);
break;
case GSK_MASK_MODE_LUMINANCE:
alpha *= luminance (mask.rgb);
break;
case GSK_MASK_MODE_INVERTED_LUMINANCE:
alpha *= (mask.a - luminance (mask.rgb));
break;
default:
break;
}
color = source * alpha;
position = _pos;
}
#endif