forked from AuroraMiddleware/gtk
vulkan: Add a clip.frag.glsl include
This include is supposed to handle clipping for the different clipping methods. So far, we only use it in the rounded rect cases.
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@ -58,6 +58,7 @@ gsk_private_vulkan_source_c = \
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gskvulkanrenderpass.c \
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gskvulkanshader.c
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gsk_private_vulkan_include_shaders = \
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resources/vulkan/clip.frag.glsl \
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resources/vulkan/constants.glsl \
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resources/vulkan/rounded-rect.glsl
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gsk_private_vulkan_shaders = \
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@ -1,11 +1,7 @@
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#version 420 core
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#include "constants.glsl"
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struct RoundedRect {
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vec4 bounds;
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vec4 corners;
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};
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#define CLIP_ROUNDED_RECT
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#include "clip.frag.glsl"
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layout(location = 0) in vec2 inPos;
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layout(location = 1) in vec2 inTexCoord;
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@ -14,44 +10,7 @@ layout(set = 0, binding = 0) uniform sampler2D inTexture;
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layout(location = 0) out vec4 color;
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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float clip(vec2 pos, RoundedRect r) {
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vec2 ref_tl = r.bounds.xy + vec2( r.corners.x, r.corners.x);
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vec2 ref_tr = r.bounds.zy + vec2(-r.corners.y, r.corners.y);
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vec2 ref_br = r.bounds.zw + vec2(-r.corners.z, -r.corners.z);
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vec2 ref_bl = r.bounds.xw + vec2( r.corners.w, -r.corners.w);
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float d_tl = distance(pos, ref_tl);
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float d_tr = distance(pos, ref_tr);
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float d_br = distance(pos, ref_br);
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float d_bl = distance(pos, ref_bl);
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float pixels_per_fragment = length(fwidth(pos.xy));
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float nudge = 0.5 * pixels_per_fragment;
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vec4 distances = vec4(d_tl, d_tr, d_br, d_bl) - r.corners + nudge;
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bvec4 is_out = bvec4(pos.x < ref_tl.x && pos.y < ref_tl.y,
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pos.x > ref_tr.x && pos.y < ref_tr.y,
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pos.x > ref_br.x && pos.y > ref_br.y,
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pos.x < ref_bl.x && pos.y > ref_bl.y);
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float distance_from_border = dot(vec4(is_out),
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max(vec4(0.0, 0.0, 0.0, 0.0), distances));
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// Move the distance back into pixels.
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distance_from_border /= pixels_per_fragment;
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// Apply a more gradual fade out to transparent.
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//distance_from_border -= 0.5;
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return 1.0 - smoothstep(0.0, 1.0, distance_from_border);
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}
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void main()
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{
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RoundedRect r = RoundedRect(vec4(push.clip_bounds.xy, push.clip_bounds.xy + push.clip_bounds.zw), push.clip_widths);
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color = texture (inTexture, inTexCoord) * clip (inPos, r);
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color = clip (inPos, texture (inTexture, inTexCoord));
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}
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29
gsk/resources/vulkan/clip.frag.glsl
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29
gsk/resources/vulkan/clip.frag.glsl
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@ -0,0 +1,29 @@
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#include "constants.glsl"
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#include "rounded-rect.glsl"
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#ifndef _CLIP_
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#define _CLIP_
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#ifdef CLIP_ROUNDED_RECT
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vec4 clip(vec2 pos, vec4 color)
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{
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RoundedRect r = RoundedRect(vec4(push.clip_bounds.xy, push.clip_bounds.xy + push.clip_bounds.zw), push.clip_widths, push.clip_heights);
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return color * rounded_rect_coverage (r, pos);
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}
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#elif defined(CLIP_RECT)
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vec4 clip(vec2 pos, vec4 color)
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{
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/* clipped in vertex shader already */
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return color;
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}
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#elif defined(CLIP_NONE)
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vec4 clip(vec2 pos, vec4 color)
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{
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return color;
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}
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#else
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#error "No clipping define given. Need CLIP_NONE, CLIP_RECT or CLIP_ROUNDED_RECT"
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#endif
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#endif
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@ -1,56 +1,14 @@
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#version 420 core
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#include "constants.glsl"
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#define CLIP_ROUNDED_RECT
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#include "clip.frag.glsl"
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layout(location = 0) in vec2 inPos;
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layout(location = 1) in vec4 inColor;
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layout(location = 0) out vec4 color;
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struct RoundedRect {
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vec4 bounds;
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vec4 corners;
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};
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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float clip(vec2 pos, RoundedRect r) {
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vec2 ref_tl = r.bounds.xy + vec2( r.corners.x, r.corners.x);
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vec2 ref_tr = r.bounds.zy + vec2(-r.corners.y, r.corners.y);
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vec2 ref_br = r.bounds.zw + vec2(-r.corners.z, -r.corners.z);
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vec2 ref_bl = r.bounds.xw + vec2( r.corners.w, -r.corners.w);
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float d_tl = distance(pos, ref_tl);
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float d_tr = distance(pos, ref_tr);
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float d_br = distance(pos, ref_br);
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float d_bl = distance(pos, ref_bl);
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float pixels_per_fragment = length(fwidth(pos.xy));
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float nudge = 0.5 * pixels_per_fragment;
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vec4 distances = vec4(d_tl, d_tr, d_br, d_bl) - r.corners + nudge;
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bvec4 is_out = bvec4(pos.x < ref_tl.x && pos.y < ref_tl.y,
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pos.x > ref_tr.x && pos.y < ref_tr.y,
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pos.x > ref_br.x && pos.y > ref_br.y,
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pos.x < ref_bl.x && pos.y > ref_bl.y);
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float distance_from_border = dot(vec4(is_out),
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max(vec4(0.0, 0.0, 0.0, 0.0), distances));
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// Move the distance back into pixels.
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distance_from_border /= pixels_per_fragment;
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// Apply a more gradual fade out to transparent.
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//distance_from_border -= 0.5;
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return 1.0 - smoothstep(0.0, 1.0, distance_from_border);
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}
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void main()
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{
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RoundedRect r = RoundedRect(vec4(push.clip_bounds.xy, push.clip_bounds.xy + push.clip_bounds.zw), push.clip_widths);
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color = vec4(inColor.rgb * inColor.a, inColor.a) * clip (inPos, r);
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color = clip (inPos, vec4(inColor.rgb * inColor.a, inColor.a));
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}
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@ -1,11 +1,7 @@
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#version 420 core
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#include "constants.glsl"
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struct RoundedRect {
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vec4 bounds;
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vec4 corners;
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};
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#define CLIP_ROUNDED_RECT
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#include "clip.frag.glsl"
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layout(location = 0) in vec2 inPos;
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layout(location = 1) in vec2 inTexCoord;
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@ -16,41 +12,6 @@ layout(set = 0, binding = 0) uniform sampler2D inTexture;
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layout(location = 0) out vec4 color;
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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float clip(vec2 pos, RoundedRect r) {
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vec2 ref_tl = r.bounds.xy + vec2( r.corners.x, r.corners.x);
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vec2 ref_tr = r.bounds.zy + vec2(-r.corners.y, r.corners.y);
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vec2 ref_br = r.bounds.zw + vec2(-r.corners.z, -r.corners.z);
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vec2 ref_bl = r.bounds.xw + vec2( r.corners.w, -r.corners.w);
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float d_tl = distance(pos, ref_tl);
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float d_tr = distance(pos, ref_tr);
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float d_br = distance(pos, ref_br);
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float d_bl = distance(pos, ref_bl);
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float pixels_per_fragment = length(fwidth(pos.xy));
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float nudge = 0.5 * pixels_per_fragment;
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vec4 distances = vec4(d_tl, d_tr, d_br, d_bl) - r.corners + nudge;
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bvec4 is_out = bvec4(pos.x < ref_tl.x && pos.y < ref_tl.y,
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pos.x > ref_tr.x && pos.y < ref_tr.y,
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pos.x > ref_br.x && pos.y > ref_br.y,
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pos.x < ref_bl.x && pos.y > ref_bl.y);
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float distance_from_border = dot(vec4(is_out),
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max(vec4(0.0, 0.0, 0.0, 0.0), distances));
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// Move the distance back into pixels.
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distance_from_border /= pixels_per_fragment;
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// Apply a more gradual fade out to transparent.
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//distance_from_border -= 0.5;
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return 1.0 - smoothstep(0.0, 1.0, distance_from_border);
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}
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vec4
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color_matrix (vec4 color, mat4 color_matrix, vec4 color_offset)
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{
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@ -70,7 +31,5 @@ color_matrix (vec4 color, mat4 color_matrix, vec4 color_offset)
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void main()
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{
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RoundedRect r = RoundedRect(vec4(push.clip_bounds.xy, push.clip_bounds.xy + push.clip_bounds.zw), push.clip_widths);
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color = color_matrix (texture (inTexture, inTexCoord), inColorMatrix, inColorOffset) * clip (inPos, r);
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color = clip (inPos, color_matrix (texture (inTexture, inTexCoord), inColorMatrix, inColorOffset));
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}
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@ -1,17 +1,13 @@
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#version 420 core
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#include "constants.glsl"
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#define CLIP_ROUNDED_RECT
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#include "clip.frag.glsl"
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struct ColorStop {
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float offset;
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vec4 color;
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};
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struct RoundedRect {
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vec4 bounds;
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vec4 corners;
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};
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layout(location = 0) in vec2 inPos;
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layout(location = 1) in float inGradientPos;
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layout(location = 2) in flat int inRepeating;
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@ -20,45 +16,8 @@ layout(location = 4) in flat ColorStop inStops[8];
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layout(location = 0) out vec4 outColor;
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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float clip(vec2 pos, RoundedRect r) {
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vec2 ref_tl = r.bounds.xy + vec2( r.corners.x, r.corners.x);
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vec2 ref_tr = r.bounds.zy + vec2(-r.corners.y, r.corners.y);
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vec2 ref_br = r.bounds.zw + vec2(-r.corners.z, -r.corners.z);
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vec2 ref_bl = r.bounds.xw + vec2( r.corners.w, -r.corners.w);
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float d_tl = distance(pos, ref_tl);
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float d_tr = distance(pos, ref_tr);
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float d_br = distance(pos, ref_br);
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float d_bl = distance(pos, ref_bl);
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float pixels_per_fragment = length(fwidth(pos.xy));
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float nudge = 0.5 * pixels_per_fragment;
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vec4 distances = vec4(d_tl, d_tr, d_br, d_bl) - r.corners + nudge;
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bvec4 is_out = bvec4(pos.x < ref_tl.x && pos.y < ref_tl.y,
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pos.x > ref_tr.x && pos.y < ref_tr.y,
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pos.x > ref_br.x && pos.y > ref_br.y,
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pos.x < ref_bl.x && pos.y > ref_bl.y);
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float distance_from_border = dot(vec4(is_out),
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max(vec4(0.0, 0.0, 0.0, 0.0), distances));
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// Move the distance back into pixels.
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distance_from_border /= pixels_per_fragment;
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// Apply a more gradual fade out to transparent.
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//distance_from_border -= 0.5;
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return 1.0 - smoothstep(0.0, 1.0, distance_from_border);
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}
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void main()
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{
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RoundedRect r = RoundedRect(vec4(push.clip_bounds.xy, push.clip_bounds.xy + push.clip_bounds.zw), push.clip_widths);
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float pos;
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if (inRepeating != 0)
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pos = fract (inGradientPos);
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@ -74,5 +33,5 @@ void main()
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}
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//outColor = vec4(pos, pos, pos, 1.0);
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outColor = color * clip (inPos, r);
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outColor = clip (inPos, color);
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}
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