forked from AuroraMiddleware/gtk
gl shaders: unify frag coord handling
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@ -32,12 +32,10 @@ _IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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void main() {
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vec4 f = gl_FragCoord;
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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vec2 frag = get_frag_coord();
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float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), f.xy) -
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rounded_rect_coverage(decode_rect(transformed_inside_outline), f.xy),
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float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), frag) -
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rounded_rect_coverage(decode_rect(transformed_inside_outline), frag),
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0.0, 1.0);
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setOutputColor(final_color * alpha);
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@ -33,13 +33,10 @@ _IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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void main() {
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vec4 f = gl_FragCoord;
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vec2 frag = get_frag_coord();
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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float alpha = clamp (rounded_rect_coverage(decode_rect(transformed_outside_outline), f.xy) -
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rounded_rect_coverage(decode_rect(transformed_inside_outline), f.xy),
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float alpha = clamp (rounded_rect_coverage(decode_rect(transformed_outside_outline), frag) -
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rounded_rect_coverage(decode_rect(transformed_inside_outline), frag),
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0.0, 1.0);
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setOutputColor(final_color * alpha);
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@ -47,17 +47,9 @@ _IN_ float gradientLength;
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_IN_ vec4 color_stops[8];
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_IN_ float color_offsets[8];
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vec4 fragCoord() {
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vec4 f = gl_FragCoord;
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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return f;
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}
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void main() {
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// Position relative to startPoint
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vec2 pos = fragCoord().xy - startPoint;
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vec2 pos = get_frag_coord() - startPoint;
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// Current pixel, projected onto the line between the start point and the end point
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// The projection will be relative to the start point!
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@ -25,13 +25,10 @@ _IN_ vec4 final_color;
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_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outline;
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void main() {
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vec4 f = gl_FragCoord;
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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vec2 frag = get_frag_coord();
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float alpha = Texture(u_source, vUv).a;
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alpha *= (1.0 - clamp(rounded_rect_coverage(decode_rect(transformed_outline), f.xy), 0.0, 1.0));
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alpha *= (1.0 - clamp(rounded_rect_coverage(decode_rect(transformed_outline), frag), 0.0, 1.0));
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vec4 color = final_color * alpha;
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@ -84,19 +84,32 @@ vec4 Texture(sampler2D sampler, vec2 texCoords) {
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#endif
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}
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#ifdef GSK_GL3
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layout(origin_upper_left) in vec4 gl_FragCoord;
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#endif
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vec2 get_frag_coord() {
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vec2 fc = gl_FragCoord.xy;
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#ifdef GSK_GL3
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fc += u_viewport.xy;
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#else
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fc.x += u_viewport.x;
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fc.y = (u_viewport.y + u_viewport.w) - fc.y;
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#endif
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return fc;
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}
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void setOutputColor(vec4 color) {
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vec4 f = gl_FragCoord;
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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vec2 f = get_frag_coord();
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// We do *NOT* transform the clip rect here since we already
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// need to do that on the CPU.
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#if defined(GSK_GLES) || defined(GSK_LEGACY)
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gl_FragColor = color * rounded_rect_coverage(create_rect(u_clip_rect), f.xy);
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gl_FragColor = color * rounded_rect_coverage(create_rect(u_clip_rect), f);
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#else
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outputColor = color * rounded_rect_coverage(create_rect(u_clip_rect), f.xy);
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outputColor = color * rounded_rect_coverage(create_rect(u_clip_rect), f);
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#endif
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/*outputColor = color;*/
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}
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@ -33,13 +33,10 @@ _IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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void main() {
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vec4 f = gl_FragCoord;
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vec2 frag = get_frag_coord();
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), f.xy) -
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rounded_rect_coverage(decode_rect(transformed_inside_outline), f.xy),
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float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), frag) -
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rounded_rect_coverage(decode_rect(transformed_inside_outline), frag),
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0.0, 1.0);
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setOutputColor(final_color * alpha);
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