Fabio Lagalla
976a05f6eb
gskglrenderer: First class support of repeating-linear-gradient
2021-01-27 12:44:10 +01:00
Fabio Lagalla
bbf68c0d9d
gskglrenderer: Optimize linear-gradient shader
2021-01-27 12:44:10 +01:00
Timm Bäder
982ebf1b69
gradient shaders: Reduce out values as well
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We only do 6 color stops here now. Also works around a driver bug.
Fixes #3196
2020-10-05 20:35:34 -04:00
Alexander Larsson
bacb3affb3
gl: Add some namespacing to the preamble symbols
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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.
2020-09-29 09:51:16 +02:00
Timm Bäder
fd728ea8bc
gl renderer: Lower maximum gradient stop count
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6 is still plenty according to my market research.
Should help with #2624
2020-09-24 19:08:22 +02:00
Timm Bäder
a770ab34c4
gl renderer: Consolidate color pre-multiplication
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Add a common function that tells us what it does and replace all the
manual stuff with it.
Fixes #3170
2020-09-18 15:45:08 +02:00
Timm Bäder
52ae384bfd
gl shaders: unify frag coord handling
2020-05-10 09:30:15 +02:00
Timm Bäder
44ac2d5abb
gl renderer: Pass linear gradient stops to shaders directly
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No need to copy them into the render ops like this.
2020-01-07 17:27:16 +01:00
Timm Bäder
cef7f7f87d
gl renderer: Move work to the gradient vertex shader
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No need to do this stuff once per fragment.
2020-01-07 17:27:16 +01:00
Timm Bäder
cc909b160f
gl renderer: Rewrite shader builder
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Use a unified approach to write both vertex and fragment shader in the
same file.
2020-01-07 17:27:15 +01:00