forked from AuroraMiddleware/gtk
gl: Add some namespacing to the preamble symbols
This adds a gsk prefix to the stuff in the preamble, as we want to avoid it conflicting with things in the main shader. Especially once we start allow some customization of shaders.
This commit is contained in:
parent
9460d0131f
commit
bacb3affb3
@ -267,8 +267,8 @@ luminosity (vec4 Cs, vec4 Cb)
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}
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void main() {
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vec4 bottom_color = Texture(u_source, vUv);
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vec4 top_color = Texture(u_source2, vUv);
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vec4 bottom_color = GskTexture(u_source, vUv);
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vec4 top_color = GskTexture(u_source2, vUv);
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vec4 result;
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if (u_mode == 0)
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@ -306,5 +306,5 @@ void main() {
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else
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discard;
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setOutputColor(result * u_alpha);
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gskSetOutputColor(result * u_alpha);
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}
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@ -7,7 +7,7 @@ void main() {
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// FRAGMENT_SHADER:
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void main() {
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vec4 diffuse = Texture(u_source, vUv);
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vec4 diffuse = GskTexture(u_source, vUv);
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setOutputColor(diffuse * u_alpha);
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gskSetOutputColor(diffuse * u_alpha);
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}
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@ -39,14 +39,14 @@ void main() {
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vec3 incrementalGaussian = initial_gaussian;
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float coefficientSum = 0.0;
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vec4 sum = Texture(u_source, vUv) * incrementalGaussian.x;
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vec4 sum = GskTexture(u_source, vUv) * incrementalGaussian.x;
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coefficientSum += incrementalGaussian.x;
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incrementalGaussian.xy *= incrementalGaussian.yz;
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vec2 p = pixel_step;
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for (int i = 1; i <= int(pixels_per_side); i++) {
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sum += Texture(u_source, vUv - p) * incrementalGaussian.x;
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sum += Texture(u_source, vUv + p) * incrementalGaussian.x;
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sum += GskTexture(u_source, vUv - p) * incrementalGaussian.x;
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sum += GskTexture(u_source, vUv + p) * incrementalGaussian.x;
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coefficientSum += 2.0 * incrementalGaussian.x;
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incrementalGaussian.xy *= incrementalGaussian.yz;
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@ -54,5 +54,5 @@ void main() {
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p += pixel_step;
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}
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setOutputColor(sum / coefficientSum);
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gskSetOutputColor(sum / coefficientSum);
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}
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@ -4,37 +4,37 @@ uniform vec4 u_widths;
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uniform vec4[3] u_outline_rect;
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_OUT_ vec4 final_color;
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_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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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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final_color = premultiply(u_color) * u_alpha;
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final_color = gsk_premultiply(u_color) * u_alpha;
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RoundedRect outside = create_rect(u_outline_rect);
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RoundedRect inside = rounded_rect_shrink (outside, u_widths);
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GskRoundedRect outside = gsk_create_rect(u_outline_rect);
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GskRoundedRect inside = gsk_rounded_rect_shrink (outside, u_widths);
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rounded_rect_transform(outside, u_modelview);
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rounded_rect_transform(inside, u_modelview);
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gsk_rounded_rect_transform(outside, u_modelview);
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gsk_rounded_rect_transform(inside, u_modelview);
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rounded_rect_encode(outside, transformed_outside_outline);
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rounded_rect_encode(inside, transformed_inside_outline);
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gsk_rounded_rect_encode(outside, transformed_outside_outline);
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gsk_rounded_rect_encode(inside, transformed_inside_outline);
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}
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// FRAGMENT_SHADER:
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uniform vec4[3] u_outline_rect;
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_IN_ vec4 final_color;
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_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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void main() {
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vec2 frag = get_frag_coord();
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vec2 frag = gsk_get_frag_coord();
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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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float alpha = clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag) -
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gsk_rounded_rect_coverage(gsk_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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gskSetOutputColor(final_color * alpha);
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}
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@ -6,13 +6,13 @@ _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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final_color = premultiply(u_color) * u_alpha;
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final_color = gsk_premultiply(u_color) * u_alpha;
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}
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// FRAGMENT_SHADER:
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_IN_ vec4 final_color;
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void main() {
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setOutputColor(final_color);
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gskSetOutputColor(final_color);
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}
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@ -10,7 +10,7 @@ uniform mat4 u_color_matrix;
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uniform vec4 u_color_offset;
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void main() {
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vec4 color = Texture(u_source, vUv);
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vec4 color = GskTexture(u_source, vUv);
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// Un-premultilpy
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if (color.a != 0.0)
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@ -21,5 +21,5 @@ void main() {
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color.rgb *= color.a;
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setOutputColor(color * u_alpha);
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gskSetOutputColor(color * u_alpha);
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}
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@ -8,7 +8,7 @@ void main() {
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vUv = vec2(aUv.x, aUv.y);
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final_color = premultiply(u_color) * u_alpha;
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final_color = gsk_premultiply(u_color) * u_alpha;
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}
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// FRAGMENT_SHADER:
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@ -16,7 +16,7 @@ void main() {
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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 diffuse = GskTexture(u_source, vUv);
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setOutputColor(final_color * diffuse.a);
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gskSetOutputColor(final_color * diffuse.a);
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}
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@ -10,11 +10,11 @@ uniform float u_progress;
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uniform sampler2D u_source2;
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void main() {
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vec4 source1 = Texture(u_source, vUv); // start child
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vec4 source2 = Texture(u_source2, vUv); // end child
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vec4 source1 = GskTexture(u_source, vUv); // start child
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vec4 source2 = GskTexture(u_source2, vUv); // end child
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float p_start = (1.0 - u_progress) * u_alpha;
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float p_end = u_progress * u_alpha;
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vec4 color = (p_start * source1) + (p_end * source2);
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setOutputColor(color);
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gskSetOutputColor(color);
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}
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@ -5,8 +5,8 @@ uniform vec2 u_offset;
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uniform vec4[3] u_outline_rect;
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_OUT_ vec4 final_color;
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_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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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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@ -15,29 +15,29 @@ void main() {
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final_color.rgb *= final_color.a;
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final_color *= u_alpha;
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RoundedRect outside = create_rect(u_outline_rect);
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RoundedRect inside = rounded_rect_shrink(outside, vec4(u_spread));
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GskRoundedRect outside = gsk_create_rect(u_outline_rect);
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GskRoundedRect inside = gsk_rounded_rect_shrink(outside, vec4(u_spread));
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rounded_rect_offset(inside, u_offset);
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gsk_rounded_rect_offset(inside, u_offset);
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rounded_rect_transform(outside, u_modelview);
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rounded_rect_transform(inside, u_modelview);
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gsk_rounded_rect_transform(outside, u_modelview);
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gsk_rounded_rect_transform(inside, u_modelview);
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rounded_rect_encode(outside, transformed_outside_outline);
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rounded_rect_encode(inside, transformed_inside_outline);
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gsk_rounded_rect_encode(outside, transformed_outside_outline);
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gsk_rounded_rect_encode(inside, transformed_inside_outline);
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}
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// FRAGMENT_SHADER:
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_IN_ vec4 final_color;
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_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
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_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
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void main() {
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vec2 frag = get_frag_coord();
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vec2 frag = gsk_get_frag_coord();
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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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float alpha = clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag) -
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gsk_rounded_rect_coverage(gsk_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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gskSetOutputColor(final_color * alpha);
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}
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@ -25,10 +25,10 @@ void main() {
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for (int i = 0; i < u_num_color_stops; i ++) {
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color_offsets[i] = u_color_stops[(i * 5) + 0];
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color_stops[i] = premultiply(vec4(u_color_stops[(i * 5) + 1],
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u_color_stops[(i * 5) + 2],
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u_color_stops[(i * 5) + 3],
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u_color_stops[(i * 5) + 4]));
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color_stops[i] = gsk_premultiply(vec4(u_color_stops[(i * 5) + 1],
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u_color_stops[(i * 5) + 2],
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u_color_stops[(i * 5) + 3],
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u_color_stops[(i * 5) + 4]));
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}
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}
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@ -49,7 +49,7 @@ _IN_ float color_offsets[8];
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void main() {
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// Position relative to startPoint
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vec2 pos = get_frag_coord() - startPoint;
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vec2 pos = gsk_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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@ -66,5 +66,5 @@ void main() {
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}
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}
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setOutputColor(color * u_alpha);
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gskSetOutputColor(color * u_alpha);
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}
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@ -3,31 +3,31 @@ uniform vec4 u_color;
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uniform vec4[3] u_outline_rect;
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_OUT_ vec4 final_color;
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_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outline;
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_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outline;
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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 = premultiply(u_color) * u_alpha;
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final_color = gsk_premultiply(u_color) * u_alpha;
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RoundedRect outline = create_rect(u_outline_rect);
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rounded_rect_transform(outline, u_modelview);
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rounded_rect_encode(outline, transformed_outline);
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GskRoundedRect outline = gsk_create_rect(u_outline_rect);
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gsk_rounded_rect_transform(outline, u_modelview);
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gsk_rounded_rect_encode(outline, transformed_outline);
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}
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// FRAGMENT_SHADER:
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_IN_ vec4 final_color;
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_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outline;
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_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outline;
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void main() {
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vec2 frag = get_frag_coord();
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vec2 frag = gsk_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), frag), 0.0, 1.0));
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float alpha = GskTexture(u_source, vUv).a;
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alpha *= (1.0 - clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outline), frag), 0.0, 1.0));
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vec4 color = final_color * alpha;
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setOutputColor(color);
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gskSetOutputColor(color);
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}
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@ -16,17 +16,17 @@ _IN_ vec2 vUv;
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RoundedRect decode_rect(_ROUNDED_RECT_UNIFORM_ r)
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GskRoundedRect gsk_decode_rect(_GSK_ROUNDED_RECT_UNIFORM_ r)
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{
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#if defined(GSK_GLES) || defined(GSK_LEGACY)
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return RoundedRect(r[0], r[1], r[2]);
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return GskRoundedRect(r[0], r[1], r[2]);
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#else
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return r;
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#endif
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}
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float
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ellipsis_dist (vec2 p, vec2 radius)
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gsk_ellipsis_dist (vec2 p, vec2 radius)
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{
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if (radius == vec2(0, 0))
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return 0.0;
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@ -38,14 +38,14 @@ ellipsis_dist (vec2 p, vec2 radius)
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}
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float
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ellipsis_coverage (vec2 point, vec2 center, vec2 radius)
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gsk_ellipsis_coverage (vec2 point, vec2 center, vec2 radius)
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{
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float d = ellipsis_dist (point - center, radius);
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float d = gsk_ellipsis_dist (point - center, radius);
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return clamp (0.5 - d, 0.0, 1.0);
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}
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float
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rounded_rect_coverage (RoundedRect r, vec2 p)
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gsk_rounded_rect_coverage (GskRoundedRect r, vec2 p)
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{
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if (p.x < r.bounds.x || p.y < r.bounds.y ||
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p.x >= r.bounds.z || p.y >= r.bounds.w)
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@ -61,10 +61,10 @@ rounded_rect_coverage (RoundedRect r, vec2 p)
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vec2 ref_br = r.corner_points2.xy;
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vec2 ref_bl = r.corner_points2.zw;
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float d_tl = ellipsis_coverage(p, ref_tl, rad_tl);
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float d_tr = ellipsis_coverage(p, ref_tr, rad_tr);
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float d_br = ellipsis_coverage(p, ref_br, rad_br);
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float d_bl = ellipsis_coverage(p, ref_bl, rad_bl);
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float d_tl = gsk_ellipsis_coverage(p, ref_tl, rad_tl);
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float d_tr = gsk_ellipsis_coverage(p, ref_tr, rad_tr);
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float d_br = gsk_ellipsis_coverage(p, ref_br, rad_br);
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float d_bl = gsk_ellipsis_coverage(p, ref_bl, rad_bl);
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vec4 corner_coverages = 1.0 - vec4(d_tl, d_tr, d_br, d_bl);
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@ -76,7 +76,7 @@ rounded_rect_coverage (RoundedRect r, vec2 p)
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return 1.0 - dot(vec4(is_out), corner_coverages);
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}
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vec4 Texture(sampler2D sampler, vec2 texCoords) {
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vec4 GskTexture(sampler2D sampler, vec2 texCoords) {
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#if defined(GSK_GLES) || defined(GSK_LEGACY)
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return texture2D(sampler, texCoords);
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#else
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@ -88,7 +88,7 @@ vec4 Texture(sampler2D sampler, vec2 texCoords) {
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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 gsk_get_frag_coord() {
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vec2 fc = gl_FragCoord.xy;
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#ifdef GSK_GL3
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@ -101,15 +101,15 @@ vec2 get_frag_coord() {
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return fc;
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}
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void setOutputColor(vec4 color) {
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vec2 f = get_frag_coord();
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void gskSetOutputColor(vec4 color) {
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vec2 f = gsk_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);
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gl_FragColor = color * gsk_rounded_rect_coverage(gsk_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);
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outputColor = color * gsk_rounded_rect_coverage(gsk_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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@ -5,15 +5,15 @@ precision highp float;
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#if defined(GSK_GLES) || defined(GSK_LEGACY)
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#define _OUT_ varying
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#define _IN_ varying
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#define _ROUNDED_RECT_UNIFORM_ vec4[3]
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#define _GSK_ROUNDED_RECT_UNIFORM_ vec4[3]
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#else
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#define _OUT_ out
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#define _IN_ in
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#define _ROUNDED_RECT_UNIFORM_ RoundedRect
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#define _GSK_ROUNDED_RECT_UNIFORM_ GskRoundedRect
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#endif
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struct RoundedRect
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||||
struct GskRoundedRect
|
||||
{
|
||||
vec4 bounds;
|
||||
// Look, arrays can't be in structs if you want to return the struct
|
||||
@ -22,9 +22,9 @@ struct RoundedRect
|
||||
vec4 corner_points2; // xy = bottom right, zw = bottom left
|
||||
};
|
||||
|
||||
// Transform from a GskRoundedRect to a RoundedRect as we need it.
|
||||
RoundedRect
|
||||
create_rect(vec4[3] data)
|
||||
// Transform from a C GskRoundedRect to what we need.
|
||||
GskRoundedRect
|
||||
gsk_create_rect(vec4[3] data)
|
||||
{
|
||||
vec4 bounds = vec4(data[0].xy, data[0].xy + data[0].zw);
|
||||
|
||||
@ -33,9 +33,9 @@ create_rect(vec4[3] data)
|
||||
vec4 corner_points2 = vec4(bounds.zw + (data[2].xy * vec2(-1, -1)),
|
||||
bounds.xw + vec2(data[2].zw * vec2(1, -1)));
|
||||
|
||||
return RoundedRect(bounds, corner_points1, corner_points2);
|
||||
return GskRoundedRect(bounds, corner_points1, corner_points2);
|
||||
}
|
||||
|
||||
vec4 premultiply(vec4 c) {
|
||||
vec4 gsk_premultiply(vec4 c) {
|
||||
return vec4(c.rgb * c.a, c.a);
|
||||
}
|
||||
|
@ -13,8 +13,8 @@ _OUT_ vec2 vUv;
|
||||
#endif
|
||||
|
||||
// amount is: top, right, bottom, left
|
||||
RoundedRect
|
||||
rounded_rect_shrink (RoundedRect r, vec4 amount)
|
||||
GskRoundedRect
|
||||
gsk_rounded_rect_shrink (GskRoundedRect r, vec4 amount)
|
||||
{
|
||||
vec4 new_bounds = r.bounds + vec4(1.0,1.0,-1.0,-1.0) * amount.wxyz;
|
||||
vec4 new_corner_points1 = r.corner_points1;
|
||||
@ -25,11 +25,11 @@ rounded_rect_shrink (RoundedRect r, vec4 amount)
|
||||
if (r.corner_points2.xy == r.bounds.zw) new_corner_points2.xy = new_bounds.zw;
|
||||
if (r.corner_points2.zw == r.bounds.xw) new_corner_points2.zw = new_bounds.xw;
|
||||
|
||||
return RoundedRect (new_bounds, new_corner_points1, new_corner_points2);
|
||||
return GskRoundedRect (new_bounds, new_corner_points1, new_corner_points2);
|
||||
}
|
||||
|
||||
void
|
||||
rounded_rect_offset(inout RoundedRect r, vec2 offset)
|
||||
gsk_rounded_rect_offset(inout GskRoundedRect r, vec2 offset)
|
||||
{
|
||||
r.bounds.xy += offset;
|
||||
r.bounds.zw += offset;
|
||||
@ -39,7 +39,7 @@ rounded_rect_offset(inout RoundedRect r, vec2 offset)
|
||||
r.corner_points2.zw += offset;
|
||||
}
|
||||
|
||||
void rounded_rect_transform(inout RoundedRect r, mat4 mat)
|
||||
void gsk_rounded_rect_transform(inout GskRoundedRect r, mat4 mat)
|
||||
{
|
||||
r.bounds.xy = (mat * vec4(r.bounds.xy, 0.0, 1.0)).xy;
|
||||
r.bounds.zw = (mat * vec4(r.bounds.zw, 0.0, 1.0)).xy;
|
||||
@ -53,9 +53,9 @@ void rounded_rect_transform(inout RoundedRect r, mat4 mat)
|
||||
|
||||
#if defined(GSK_LEGACY)
|
||||
// Can't have out or inout array parameters...
|
||||
#define rounded_rect_encode(r, uni) uni[0] = r.bounds; uni[1] = r.corner_points1; uni[2] = r.corner_points2;
|
||||
#define gsk_rounded_rect_encode(r, uni) uni[0] = r.bounds; uni[1] = r.corner_points1; uni[2] = r.corner_points2;
|
||||
#else
|
||||
void rounded_rect_encode(RoundedRect r, out _ROUNDED_RECT_UNIFORM_ out_r)
|
||||
void gsk_rounded_rect_encode(GskRoundedRect r, out _GSK_ROUNDED_RECT_UNIFORM_ out_r)
|
||||
{
|
||||
#if defined(GSK_GLES)
|
||||
out_r[0] = r.bounds;
|
||||
|
@ -21,10 +21,10 @@ void main() {
|
||||
|
||||
for (int i = 0; i < u_num_color_stops; i ++) {
|
||||
color_offsets[i] = u_color_stops[(i * 5) + 0];
|
||||
color_stops[i] = premultiply(vec4(u_color_stops[(i * 5) + 1],
|
||||
u_color_stops[(i * 5) + 2],
|
||||
u_color_stops[(i * 5) + 3],
|
||||
u_color_stops[(i * 5) + 4]));
|
||||
color_stops[i] = gsk_premultiply(vec4(u_color_stops[(i * 5) + 1],
|
||||
u_color_stops[(i * 5) + 2],
|
||||
u_color_stops[(i * 5) + 3],
|
||||
u_color_stops[(i * 5) + 4]));
|
||||
}
|
||||
}
|
||||
|
||||
@ -51,17 +51,17 @@ float abs_offset(float offset) {
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 pixel = get_frag_coord();
|
||||
vec2 pixel = gsk_get_frag_coord();
|
||||
vec2 rel = (center - pixel) / (u_radius);
|
||||
float d = sqrt(dot(rel, rel));
|
||||
|
||||
if (d < abs_offset (color_offsets[0])) {
|
||||
setOutputColor(color_stops[0] * u_alpha);
|
||||
gskSetOutputColor(color_stops[0] * u_alpha);
|
||||
return;
|
||||
}
|
||||
|
||||
if (d > end) {
|
||||
setOutputColor(color_stops[u_num_color_stops - 1] * u_alpha);
|
||||
gskSetOutputColor(color_stops[u_num_color_stops - 1] * u_alpha);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -80,5 +80,5 @@ void main() {
|
||||
}
|
||||
}
|
||||
|
||||
setOutputColor(color * u_alpha);
|
||||
gskSetOutputColor(color * u_alpha);
|
||||
}
|
||||
|
@ -35,7 +35,7 @@ void main() {
|
||||
tp.x = u_texture_rect.x + (wrapped_x * tw);
|
||||
tp.y = u_texture_rect.y + (wrapped_y * th);
|
||||
|
||||
vec4 diffuse = Texture(u_source, tp);
|
||||
vec4 diffuse = GskTexture(u_source, tp);
|
||||
|
||||
setOutputColor(diffuse * u_alpha);
|
||||
gskSetOutputColor(diffuse * u_alpha);
|
||||
}
|
||||
|
@ -5,8 +5,8 @@ uniform vec2 u_offset;
|
||||
uniform vec4[3] u_outline_rect;
|
||||
|
||||
_OUT_ vec4 final_color;
|
||||
_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
||||
_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
_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);
|
||||
@ -15,30 +15,30 @@ void main() {
|
||||
final_color.rgb *= final_color.a;
|
||||
final_color *= u_alpha;
|
||||
|
||||
RoundedRect inside = create_rect(u_outline_rect);
|
||||
RoundedRect outside = rounded_rect_shrink(inside, vec4(- u_spread));
|
||||
GskRoundedRect inside = gsk_create_rect(u_outline_rect);
|
||||
GskRoundedRect outside = gsk_rounded_rect_shrink(inside, vec4(- u_spread));
|
||||
|
||||
rounded_rect_offset(outside, u_offset);
|
||||
gsk_rounded_rect_offset(outside, u_offset);
|
||||
|
||||
rounded_rect_transform(outside, u_modelview);
|
||||
rounded_rect_transform(inside, u_modelview);
|
||||
gsk_rounded_rect_transform(outside, u_modelview);
|
||||
gsk_rounded_rect_transform(inside, u_modelview);
|
||||
|
||||
rounded_rect_encode(outside, transformed_outside_outline);
|
||||
rounded_rect_encode(inside, transformed_inside_outline);
|
||||
gsk_rounded_rect_encode(outside, transformed_outside_outline);
|
||||
gsk_rounded_rect_encode(inside, transformed_inside_outline);
|
||||
}
|
||||
|
||||
// FRAGMENT_SHADER:
|
||||
_IN_ vec4 final_color;
|
||||
_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
||||
_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
|
||||
_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
|
||||
|
||||
void main() {
|
||||
vec2 frag = get_frag_coord();
|
||||
vec2 frag = gsk_get_frag_coord();
|
||||
|
||||
float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), frag) -
|
||||
rounded_rect_coverage(decode_rect(transformed_inside_outline), frag),
|
||||
float alpha = clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag) -
|
||||
gsk_rounded_rect_coverage(gsk_decode_rect(transformed_inside_outline), frag),
|
||||
0.0, 1.0);
|
||||
|
||||
setOutputColor(final_color * alpha);
|
||||
gskSetOutputColor(final_color * alpha);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user