Commit Graph

8 Commits

Author SHA1 Message Date
Timm Bäder
52ae384bfd gl shaders: unify frag coord handling 2020-05-10 09:30:15 +02:00
Timm Bäder
962e38c5c9 gl renderer: Shorten shaders a bit 2020-01-24 06:08:39 +01:00
Timm Bäder
685288216f gl renderer: Move rect transformation to the vertex shader
No need to do this for every fragment.
2020-01-24 06:08:39 +01:00
Timm Bäder
c8fa1f19db gl renderer: Transform rounded rect on the GPU
Change the RoundedRect struct we use in our shaders so we can transform
it using (affine) matrices.
2020-01-24 06:08:39 +01:00
Timm Bäder
c79c18f39c gl renderer: Shuffle things around a bit 2020-01-07 17:27:16 +01:00
Timm Bäder
fdce30d3f8 gl renderer: Add some in/out compat glue to the shaders
so we can use _IN_ and _OUT_ and get the right things for
desktop/es/legacy GL.
2020-01-07 17:27:16 +01:00
Timm Bäder
1243174e53 gl renderer: Make RoundedRect work in gles
Which can't return struct types containing arrays. So let's revert to
the previous version but still send the rect along as a vec4[3];
2020-01-07 17:27:15 +01:00
Timm Bäder
cc909b160f gl renderer: Rewrite shader builder
Use a unified approach to write both vertex and fragment shader in the
same file.
2020-01-07 17:27:15 +01:00