gtk/gsk/resources/vulkan/border.frag
Benjamin Otte 6bec7aae89 vulkan: Generate clip shaders from same source
Instead of having 3 different shaders for the different clipping
versions, just have one shader and use a preprocessor define to use
different clip functions.

That preprocessor define is set in the Makefile.

Also use foo.frag and foo.vert as the file extensions instead of using
foo.frag.glsl and foo.vert.glsl, as that's what glslc suggests as
extension.
2017-01-17 06:17:55 +01:00

25 lines
767 B
GLSL

#version 420 core
#include "clip.frag.glsl"
#include "rounded-rect.glsl"
layout(location = 0) in vec2 inPos;
layout(location = 1) in vec4 inColor;
layout(location = 2) in vec4 inRect;
layout(location = 3) in vec4 inCornerWidths;
layout(location = 4) in vec4 inCornerHeights;
layout(location = 5) in vec4 inBorderWidths;
layout(location = 0) out vec4 color;
void main()
{
RoundedRect routside = RoundedRect (vec4(inRect.xy, inRect.xy + inRect.zw), inCornerWidths, inCornerHeights);
RoundedRect rinside = rounded_rect_shrink (routside, inBorderWidths);
float alpha = clamp (rounded_rect_coverage (routside, inPos) -
rounded_rect_coverage (rinside, inPos),
0.0, 1.0);
color = clip (inPos, inColor * alpha);
}