forked from AuroraMiddleware/gtk
gl renderer: Remove shadow program
Drawing shadows is the same task as drawing text in our case and these two shaders have been the same thing for quite a while.
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@ -209,7 +209,6 @@ struct _GskGLRenderer
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Program inset_shadow_program;
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Program outset_shadow_program;
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Program unblurred_outset_shadow_program;
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Program shadow_program;
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Program border_program;
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Program cross_fade_program;
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};
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@ -1371,7 +1370,7 @@ render_shadow_node (GskGLRenderer *self,
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shadow_child, &texture_id, &is_offscreen, FALSE, TRUE);
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ops_offset (builder, dx, dy);
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ops_set_program (builder, &self->shadow_program);
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ops_set_program (builder, &self->coloring_program);
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ops_set_color (builder, &shadow->color);
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ops_set_texture (builder, texture_id);
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if (is_offscreen)
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@ -1755,7 +1754,6 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
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{ "inset shadow", "blit.vs.glsl", "inset_shadow.fs.glsl" },
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{ "outset shadow", "blit.vs.glsl", "outset_shadow.fs.glsl" },
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{ "unblurred outset shadow", "blit.vs.glsl", "unblurred_outset_shadow.fs.glsl" },
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{ "shadow", "blit.vs.glsl", "shadow.fs.glsl" },
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{ "border", "blit.vs.glsl", "border.fs.glsl" },
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{ "cross fade", "blit.vs.glsl", "cross_fade.fs.glsl" },
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};
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@ -1874,9 +1872,6 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
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INIT_PROGRAM_UNIFORM_LOCATION (unblurred_outset_shadow, corner_widths);
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INIT_PROGRAM_UNIFORM_LOCATION (unblurred_outset_shadow, corner_heights);
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/* shadow */
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INIT_PROGRAM_UNIFORM_LOCATION (shadow, color);
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/* border */
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INIT_PROGRAM_UNIFORM_LOCATION (border, color);
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INIT_PROGRAM_UNIFORM_LOCATION (border, widths);
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@ -10,7 +10,7 @@
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#include "gskglrendererprivate.h"
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#define GL_N_VERTICES 6
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#define GL_N_PROGRAMS 13
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#define GL_N_PROGRAMS 12
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enum {
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OP_NONE,
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@ -63,9 +63,6 @@ typedef struct
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struct {
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int color_location;
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} coloring;
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struct {
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int color_location;
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} shadow;
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struct {
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int color_matrix_location;
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int color_offset_location;
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@ -11,7 +11,6 @@ gsk_private_gl_shaders = [
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'resources/glsl/inset_shadow.fs.glsl',
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'resources/glsl/outset_shadow.fs.glsl',
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'resources/glsl/unblurred_outset_shadow.fs.glsl',
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'resources/glsl/shadow.fs.glsl',
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'resources/glsl/border.fs.glsl',
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'resources/glsl/cross_fade.fs.glsl',
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'resources/glsl/es2_common.fs.glsl',
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@ -8,6 +8,7 @@ void main() {
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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(u_color.rgb * diffuse.a * u_alpha, diffuse.a * color.a * u_alpha);
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setOutputColor(color * diffuse * u_alpha);
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setOutputColor(color);
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}
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@ -1,13 +0,0 @@
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uniform vec4 u_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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color = vec4(u_color.rgb * diffuse.a * u_alpha, diffuse.a * color.a * u_alpha);
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setOutputColor(color);
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}
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