gtk2/gsk/resources/glsl/outset_shadow.glsl

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// VERTEX_SHADER:
uniform vec4 u_color;
uniform vec4[3] u_outline_rect;
_OUT_ vec4 final_color;
_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outline;
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
final_color = premultiply(u_color) * u_alpha;
RoundedRect outline = create_rect(u_outline_rect);
rounded_rect_transform(outline, u_modelview);
rounded_rect_encode(outline, transformed_outline);
}
// FRAGMENT_SHADER:
_IN_ vec4 final_color;
_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outline;
void main() {
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vec2 frag = get_frag_coord();
float alpha = Texture(u_source, vUv).a;
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alpha *= (1.0 - clamp(rounded_rect_coverage(decode_rect(transformed_outline), frag), 0.0, 1.0));
vec4 color = final_color * alpha;
setOutputColor(color);
}