gtk/gsk/resources/glsl/unblurred_outset_shadow.glsl

29 lines
778 B
GLSL

// VERTEX_SHADER:
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
}
// FRAGMENT_SHADER:
uniform float u_spread;
uniform vec4 u_color;
uniform vec2 u_offset;
uniform vec4[3] u_outline_rect;
void main() {
vec4 f = gl_FragCoord;
f.x += u_viewport.x;
f.y = (u_viewport.y + u_viewport.w) - f.y;
RoundedRect inside = create_rect(u_outline_rect);
RoundedRect outside = rounded_rect_shrink(inside, vec4(- u_spread));
vec2 offset = vec2(u_offset.x, - u_offset.y);
vec4 color = vec4(u_color.rgb * u_color.a, u_color.a);
color = color * clamp (rounded_rect_coverage (outside, f.xy - offset) -
rounded_rect_coverage (inside, f.xy),
0.0, 1.0);
setOutputColor(color * u_alpha);
}