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d8db673fb7
Code was inspired mainly by https://madebyevan.com/shaders/fast-rounded-rectangle-shadows/ and https://pcwalton.github.io/_posts/2015-12-21-drawing-css-box-shadows-in-webrender.html So far the results aren't cached, that's the task of future commits.
188 lines
3.7 KiB
GLSL
188 lines
3.7 KiB
GLSL
#ifndef _COMMON_
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#define _COMMON_
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void main_clip_none (void);
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void main_clip_rect (void);
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void main_clip_rounded (void);
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#include "enums.glsl"
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#ifdef VULKAN
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#include "common-vulkan.glsl"
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#else
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#include "common-gl.glsl"
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#endif
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#include "color.glsl"
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#include "rect.glsl"
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#include "roundedrect.glsl"
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#define PI 3.1415926535897932384626433832795
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#define SQRT1_2 1.4142135623730951
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Rect
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rect_clip (Rect r)
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{
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if (GSK_SHADER_CLIP == GSK_GPU_SHADER_CLIP_NONE)
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return r;
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else
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return rect_intersect (r, rect_from_gsk (GSK_GLOBAL_CLIP_RECT));
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}
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#ifdef GSK_VERTEX_SHADER
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const vec2 offsets[6] = vec2[6](vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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vec2(0.0, 1.0),
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vec2(1.0, 0.0),
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vec2(1.0, 1.0));
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void
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gsk_set_position (vec2 pos)
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{
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gl_Position = GSK_GLOBAL_MVP * vec4 (pos, 0.0, 1.0);
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}
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vec2
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rect_get_position (Rect rect)
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{
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Rect r = rect_round_larger (rect_clip (rect));
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vec2 pos = mix (r.bounds.xy, r.bounds.zw, offsets[GSK_VERTEX_INDEX]);
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return pos;
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}
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vec2
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border_get_position (RoundedRect outside,
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RoundedRect inside)
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{
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uint slice_index = uint (GSK_VERTEX_INDEX) / 6u;
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uint vert_index = uint (GSK_VERTEX_INDEX) % 6u;
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Rect rect = rounded_rect_intersection_slice (outside, inside, slice_index);
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switch (slice_index)
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{
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case SLICE_TOP_LEFT:
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rect = rect_round_larger (rect);
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rect.bounds = rect.bounds.xwzy;
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break;
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case SLICE_TOP:
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rect = rect_round_smaller_larger (rect);
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break;
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case SLICE_TOP_RIGHT:
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rect = rect_round_larger (rect);
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break;
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case SLICE_RIGHT:
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rect = rect_round_larger_smaller (rect);
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break;
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case SLICE_BOTTOM_RIGHT:
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rect = rect_round_larger (rect);
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rect.bounds = rect.bounds.zyxw;
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break;
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case SLICE_BOTTOM:
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rect = rect_round_smaller_larger (rect);
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break;
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case SLICE_BOTTOM_LEFT:
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rect = rect_round_larger (rect);
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rect.bounds = rect.bounds.zwxy;
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break;
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case SLICE_LEFT:
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rect = rect_round_larger_smaller (rect);
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break;
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}
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vec2 pos = mix (rect.bounds.xy, rect.bounds.zw, offsets[vert_index]);
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return pos;
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}
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vec2
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scale_tex_coord (vec2 in_pos,
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Rect in_rect,
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vec4 tex_rect)
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{
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return tex_rect.xy + (in_pos - in_rect.bounds.xy) / rect_size (in_rect) * tex_rect.zw;
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}
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void run (out vec2 pos);
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void
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main (void)
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{
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vec2 pos;
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run (pos);
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gsk_set_position (pos);
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}
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#endif /* GSK_VERTEX_SHADER */
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#ifdef GSK_FRAGMENT_SHADER
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void run (out vec4 color,
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out vec2 pos);
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void
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main_clip_none (void)
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{
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vec4 color;
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vec2 pos;
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run (color, pos);
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gsk_set_output_color (color);
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}
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void
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main_clip_rect (void)
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{
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vec4 color;
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vec2 pos;
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run (color, pos);
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Rect clip = rect_from_gsk (GSK_GLOBAL_CLIP_RECT);
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float coverage = rect_coverage (clip, pos);
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color *= coverage;
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gsk_set_output_color (color);
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}
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void
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main_clip_rounded (void)
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{
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vec4 color;
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vec2 pos;
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run (color, pos);
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RoundedRect clip = rounded_rect_from_gsk (GSK_GLOBAL_CLIP);
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float coverage = rounded_rect_coverage (clip, pos);
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color *= coverage;
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gsk_set_output_color (color);
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}
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void
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main (void)
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{
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if (GSK_SHADER_CLIP == GSK_GPU_SHADER_CLIP_NONE)
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main_clip_none ();
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else if (GSK_SHADER_CLIP == GSK_GPU_SHADER_CLIP_RECT)
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main_clip_rect ();
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else if (GSK_SHADER_CLIP == GSK_GPU_SHADER_CLIP_ROUNDED)
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main_clip_rounded ();
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}
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#endif /* GSK_FRAGMENT_SHADER */
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#endif
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