mirror of
https://gitlab.gnome.org/GNOME/gtk.git
synced 2024-12-30 15:31:34 +00:00
ad65db901a
Our coverage computation only works for well-behaved rects and rounded rects. But our modelview transform might flip x or y around, causing things to fail. Add functions to normalize rects and rounded rects, and use it whenever we transform a rounded rect in GLSL.
48 lines
1.4 KiB
GLSL
48 lines
1.4 KiB
GLSL
// VERTEX_SHADER:
|
|
// inset_shadow.glsl
|
|
|
|
uniform float u_spread;
|
|
uniform vec2 u_offset;
|
|
uniform vec4[3] u_outline_rect;
|
|
|
|
_OUT_ vec4 final_color;
|
|
_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
|
_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
|
|
|
void main() {
|
|
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
|
|
|
final_color = gsk_scaled_premultiply(aColor, u_alpha);
|
|
|
|
GskRoundedRect outside = gsk_create_rect(u_outline_rect);
|
|
GskRoundedRect inside = gsk_rounded_rect_shrink(outside, vec4(u_spread));
|
|
|
|
gsk_rounded_rect_offset(inside, u_offset);
|
|
|
|
gsk_rounded_rect_transform(outside, u_modelview);
|
|
gsk_rounded_rect_transform(inside, u_modelview);
|
|
|
|
gsk_rounded_rect_normalize(outside);
|
|
gsk_rounded_rect_normalize(inside);
|
|
|
|
gsk_rounded_rect_encode(outside, transformed_outside_outline);
|
|
gsk_rounded_rect_encode(inside, transformed_inside_outline);
|
|
}
|
|
|
|
// FRAGMENT_SHADER:
|
|
// inset_shadow.glsl
|
|
|
|
_IN_ vec4 final_color;
|
|
_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
|
_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
|
|
|
void main() {
|
|
vec2 frag = gsk_get_frag_coord();
|
|
|
|
float alpha = clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag) -
|
|
gsk_rounded_rect_coverage(gsk_decode_rect(transformed_inside_outline), frag),
|
|
0.0, 1.0);
|
|
|
|
gskSetScaledOutputColor(final_color, alpha);
|
|
}
|