forked from AuroraMiddleware/gtk
gl renderer: Move final color computation to vertex shader
.. of the coloring program, which is used all the time for text.
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@ -1,23 +1,25 @@
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// VERTEX_SHADER:
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uniform vec4 u_color;
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_OUT_ vec4 final_color;
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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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final_color = u_color;
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// pre-multiply
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final_color.rgb *= final_color.a;
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final_color *= u_alpha;
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}
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// FRAGMENT_SHADER:
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uniform vec4 u_color;
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_IN_ vec4 final_color;
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void main() {
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vec4 diffuse = Texture(u_source, vUv);
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vec4 color = u_color;
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// pre-multiply
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color.rgb *= color.a;
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// u_source is drawn using cairo, so already pre-multiplied.
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color = vec4(color.rgb * diffuse.a * u_alpha,
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color.a * diffuse.a * u_alpha);
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setOutputColor(color);
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setOutputColor(final_color * diffuse.a);
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}
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