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144f727d5a
We have only one gl renderer now, and it is a bit odd for it not be called gl.
48 lines
1.5 KiB
GLSL
48 lines
1.5 KiB
GLSL
// VERTEX_SHADER:
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// filled_border.glsl
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uniform vec4 u_widths;
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uniform vec4[3] u_outline_rect;
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_OUT_ vec4 outer_color;
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_OUT_ vec4 inner_color;
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_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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outer_color = gsk_scaled_premultiply(aColor, u_alpha);
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inner_color = gsk_scaled_premultiply(aColor2, u_alpha);
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GskRoundedRect outside = gsk_create_rect(u_outline_rect);
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GskRoundedRect inside = gsk_rounded_rect_shrink (outside, u_widths);
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gsk_rounded_rect_transform(outside, u_modelview);
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gsk_rounded_rect_transform(inside, u_modelview);
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gsk_rounded_rect_encode(outside, transformed_outside_outline);
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gsk_rounded_rect_encode(inside, transformed_inside_outline);
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}
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// FRAGMENT_SHADER:
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// filled_border.glsl
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uniform vec4[3] u_outline_rect;
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_IN_ vec4 outer_color;
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_IN_ vec4 inner_color;
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_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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void main() {
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vec2 frag = gsk_get_frag_coord();
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float outer_coverage = gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag);
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float inner_coverage = gsk_rounded_rect_coverage(gsk_decode_rect(transformed_inside_outline), frag);
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float alpha = clamp(outer_coverage - inner_coverage, 0.0, 1.0);
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float alpha2 = clamp(inner_coverage, 0.0, 1.0);
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gskSetOutputColor((outer_color * alpha) + (inner_color * alpha2));
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}
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