gtk/gsk/gpu/shaders/gskgpuradialgradient.glsl
Benjamin Otte 48c1f5fd27 gpu: Add supersampling for gradients
Unless GSK_GPU_SKIP=gradients is given, we sample every point 4x instead
of 1x. That makes the shader run slower (by roughly a factor of 2.5x)
but it improves quality quite a bit.
2024-01-07 07:22:53 +01:00

145 lines
3.4 KiB
GLSL

#include "common.glsl"
#define VARIATION_SUPERSAMPLING ((GSK_VARIATION & (1u << 0)) == (1u << 0))
#define VARIATION_REPEATING ((GSK_VARIATION & (1u << 1)) == (1u << 1))
PASS(0) vec2 _pos;
PASS_FLAT(1) Rect _rect;
PASS_FLAT(2) vec4 _color0;
PASS_FLAT(3) vec4 _color1;
PASS_FLAT(4) vec4 _color2;
PASS_FLAT(5) vec4 _color3;
PASS_FLAT(6) vec4 _color4;
PASS_FLAT(7) vec4 _color5;
PASS_FLAT(8) vec4 _color6;
PASS_FLAT(9) vec4 _offsets0;
PASS_FLAT(10) vec3 _offsets1;
PASS_FLAT(11) vec4 _center_radius;
PASS_FLAT(12) vec2 _startend;
#ifdef GSK_VERTEX_SHADER
IN(0) vec4 in_rect;
IN(1) vec4 in_color0;
IN(2) vec4 in_color1;
IN(3) vec4 in_color2;
IN(4) vec4 in_color3;
IN(5) vec4 in_color4;
IN(6) vec4 in_color5;
IN(7) vec4 in_color6;
IN(8) vec4 in_offsets0;
IN(9) vec3 in_offsets1;
IN(10) vec4 in_center_radius;
IN(11) vec2 in_startend;
void
run (out vec2 pos)
{
Rect r = rect_from_gsk (in_rect);
pos = rect_get_position (r);
_pos = pos;
_rect = r;
_center_radius = in_center_radius;
_startend = in_startend;
_color0 = in_color0;
_color1 = in_color1;
_color2 = in_color2;
_color3 = in_color3;
_color4 = in_color4;
_color5 = in_color5;
_color6 = in_color6;
_offsets0 = in_offsets0;
_offsets1 = in_offsets1;
}
#endif
#ifdef GSK_FRAGMENT_SHADER
vec4
get_gradient_color (float offset)
{
vec4 color;
if (offset <= _offsets0[3])
{
if (offset <= _offsets0[1])
{
if (offset <= _offsets0[0])
color = _color0;
else
color = mix (_color0, _color1, (offset - _offsets0[0]) / (_offsets0[1] - _offsets0[0]));
}
else
{
if (offset <= _offsets0[2])
color = mix (_color1, _color2, (offset - _offsets0[1]) / (_offsets0[2] - _offsets0[1]));
else
color = mix (_color2, _color3, (offset - _offsets0[2]) / (_offsets0[3] - _offsets0[2]));
}
}
else
{
if (offset <= _offsets1[1])
{
if (offset <= _offsets1[0])
color = mix (_color3, _color4, (offset - _offsets0[3]) / (_offsets1[0] - _offsets0[3]));
else
color = mix (_color4, _color5, (offset - _offsets1[0]) / (_offsets1[1] - _offsets1[0]));
}
else
{
if (offset <= _offsets1[2])
color = mix (_color5, _color6, (offset - _offsets1[1]) / (_offsets1[2] - _offsets1[1]));
else
color = _color6;
}
}
return color;
}
vec4
get_gradient_color_at (vec2 pos)
{
float offset = length (pos / _center_radius.zw);
offset = (offset - _startend.x) / (_startend.y - _startend.x);
if (VARIATION_REPEATING)
offset = fract (offset);
else
offset = clamp (offset, 0.0, 1.0);
return color_premultiply (get_gradient_color (offset));
}
void
run (out vec4 color,
out vec2 position)
{
float alpha = rect_coverage (_rect, _pos);
vec2 pos = _pos / GSK_GLOBAL_SCALE - _center_radius.xy;
if (VARIATION_SUPERSAMPLING)
{
vec2 dpos = 0.25 * fwidth (pos);
color = alpha * 0.25 * (get_gradient_color_at (pos + vec2(- dpos.x, - dpos.y)) +
get_gradient_color_at (pos + vec2(- dpos.x, dpos.y)) +
get_gradient_color_at (pos + vec2( dpos.x, - dpos.y)) +
get_gradient_color_at (pos + vec2( dpos.x, dpos.y)));
}
else
{
color = alpha * get_gradient_color_at (pos);
}
position = _pos;
}
#endif