2021-03-12 02:31:31 +00:00
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// VERTEX_SHADER:
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uniform vec4[3] u_outline_rect;
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_OUT_ vec4 final_color;
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_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_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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vUv = vec2(aUv.x, aUv.y);
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2021-03-12 00:46:15 +00:00
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final_color = gsk_premultiply(aColor) * u_alpha;
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2021-03-12 02:31:31 +00:00
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GskRoundedRect outline = gsk_create_rect(u_outline_rect);
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gsk_rounded_rect_transform(outline, u_modelview);
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gsk_rounded_rect_encode(outline, transformed_outline);
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}
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// FRAGMENT_SHADER:
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_IN_ vec4 final_color;
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_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outline;
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void main() {
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vec2 frag = gsk_get_frag_coord();
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float alpha = GskTexture(u_source, vUv).a;
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alpha *= (1.0 - clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outline), frag), 0.0, 1.0));
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vec4 color = final_color * alpha;
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gskSetOutputColor(color);
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}
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