gtk2/gsk/gl/resources/filled_border.glsl

48 lines
1.5 KiB
Plaintext
Raw Normal View History

// VERTEX_SHADER:
// filled_border.glsl
uniform vec4 u_widths;
uniform vec4[3] u_outline_rect;
_OUT_ vec4 outer_color;
_OUT_ vec4 inner_color;
_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
outer_color = gsk_scaled_premultiply(aColor, u_alpha);
inner_color = gsk_scaled_premultiply(aColor2, u_alpha);
GskRoundedRect outside = gsk_create_rect(u_outline_rect);
GskRoundedRect inside = gsk_rounded_rect_shrink (outside, u_widths);
gsk_rounded_rect_transform(outside, u_modelview);
gsk_rounded_rect_transform(inside, u_modelview);
gsk_rounded_rect_encode(outside, transformed_outside_outline);
gsk_rounded_rect_encode(inside, transformed_inside_outline);
}
// FRAGMENT_SHADER:
// filled_border.glsl
uniform vec4[3] u_outline_rect;
_IN_ vec4 outer_color;
_IN_ vec4 inner_color;
_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
void main() {
vec2 frag = gsk_get_frag_coord();
float outer_coverage = gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag);
float inner_coverage = gsk_rounded_rect_coverage(gsk_decode_rect(transformed_inside_outline), frag);
float alpha = clamp(outer_coverage - inner_coverage, 0.0, 1.0);
float alpha2 = clamp(inner_coverage, 0.0, 1.0);
gskSetOutputColor((outer_color * alpha) + (inner_color * alpha2));
}