gtk2/gsk/resources/glsl/gl3_common.fs.glsl

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precision highp float;
uniform sampler2D u_source;
uniform mat4 u_projection = mat4(1.0);
uniform mat4 u_modelview = mat4(1.0);
uniform float u_alpha = 1.0;
uniform vec4 u_viewport;
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struct RoundedRect
{
vec4 bounds;
vec2 corners[4];
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};
uniform RoundedRect u_clip_rect;
in vec2 vUv;
out vec4 outputColor;
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float
ellipsis_dist (vec2 p, vec2 radius)
{
if (radius == vec2(0, 0))
return 0.0;
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vec2 p0 = p / radius;
vec2 p1 = 2.0 * p0 / radius;
return (dot(p0, p0) - 1.0) / length (p1);
}
float
ellipsis_coverage (vec2 point, vec2 center, vec2 radius)
{
float d = ellipsis_dist (point - center, radius);
return clamp (0.5 - d, 0.0, 1.0);
}
float
rounded_rect_coverage (RoundedRect r, vec2 p)
{
if (p.x < r.bounds.x || p.y < r.bounds.y ||
p.x >= (r.bounds.x + r.bounds.z) || p.y >= (r.bounds.y + r.bounds.w))
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return 0.0;
vec2 rad_tl = r.corners[0];
vec2 rad_tr = r.corners[1];
vec2 rad_br = r.corners[2];
vec2 rad_bl = r.corners[3];
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vec2 ref_tl = r.bounds.xy + r.corners[0];
vec2 ref_tr = vec2(r.bounds.x + r.bounds.z, r.bounds.y) + (r.corners[1] * vec2(-1, 1));
vec2 ref_br = vec2(r.bounds.x + r.bounds.z, r.bounds.y + r.bounds.w) - r.corners[2];
vec2 ref_bl = vec2(r.bounds.x, r.bounds.y + r.bounds.w) + (r.corners[3] * vec2(1, -1));
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float d_tl = ellipsis_coverage(p, ref_tl, rad_tl);
float d_tr = ellipsis_coverage(p, ref_tr, rad_tr);
float d_br = ellipsis_coverage(p, ref_br, rad_br);
float d_bl = ellipsis_coverage(p, ref_bl, rad_bl);
vec4 corner_coverages = 1.0 - vec4(d_tl, d_tr, d_br, d_bl);
bvec4 is_out = bvec4(p.x < ref_tl.x && p.y < ref_tl.y,
p.x > ref_tr.x && p.y < ref_tr.y,
p.x > ref_br.x && p.y > ref_br.y,
p.x < ref_bl.x && p.y > ref_bl.y);
return 1.0 - dot(vec4(is_out), corner_coverages);
}
// amount is: top, right, bottom, left
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RoundedRect
rounded_rect_shrink (RoundedRect r, vec4 amount)
{
vec4 new_bounds = r.bounds;
vec2 new_corners[4];
new_bounds.xy += amount.wx;
new_bounds.zw -= amount.wx + amount.yz;
new_corners[0] = vec2(0);
new_corners[1] = vec2(0);
new_corners[2] = vec2(0);
new_corners[3] = vec2(0);
// Left top
if (r.corners[0].x > 0 || r.corners[0].y > 0)
new_corners[0] = r.corners[0] - amount.wx;
// top right
if (r.corners[1].x > 0 || r.corners[1].y > 0)
new_corners[1] = r.corners[1] - amount.yx;
// Bottom right
if (r.corners[2].x > 0 || r.corners[2].y > 0)
new_corners[2] = r.corners[2] - amount.yz;
// Bottom left
if (r.corners[3].x > 0 || r.corners[3].y > 0)
new_corners[3] = r.corners[3] - amount.wz;
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return RoundedRect (new_bounds, new_corners);
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}
vec4 Texture(sampler2D sampler, vec2 texCoords) {
return texture(sampler, texCoords);
}
void setOutputColor(vec4 color) {
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vec4 f = gl_FragCoord;
f.x += u_viewport.x;
f.y = (u_viewport.y + u_viewport.w) - f.y;
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outputColor = color * rounded_rect_coverage(u_clip_rect, f.xy);
/*outputColor = color;*/
}