Commit Graph

9 Commits

Author SHA1 Message Date
Timm Bäder
64400e82b5 gl renderer: Default to 0px clip and border radius
Finally fix the division by 0 in the clip code.
2017-12-21 19:12:32 +01:00
Timm Bäder
5c7838e168 gl renderer: Rework program creation
Make sure all uniform names have to match between the shader names and
the _location integers we save in every Program struct.
2017-12-21 19:12:31 +01:00
Timm Bäder
388157b995 gl renderer: Implement unblurred inset shadows 2017-12-21 19:12:31 +01:00
Timm Bäder
f4304336ea gl renderer: Don't pass MVP to shaders
We already pass both modelview and projection matrix individually.
2017-12-21 19:12:30 +01:00
Timm Bäder
33aa61ef2c gl renderer: Save clip in every node 2017-12-21 19:12:30 +01:00
Timm Bäder
4aa3f51016 test-render-nodes: Add color matrix test 2017-12-21 18:25:52 +01:00
Timm Bäder
6bce14bee2 Rework the GL renderer 2017-12-21 18:25:52 +01:00
Emmanuele Bassi
03ab560fae gsk: Rename uniforms and attributes in shaders
Use appropriate names, and annotate the names with the types — 'u' for
uniforms, 'a' for attributes. The common preambles for shaders are split
from the bodies, so we need some way to distinguish the uniforms and the
attributes just from their name.
2016-10-18 11:49:09 +01:00
Emmanuele Bassi
28b490f14f gsk: Rework how GLSL shaders are built
The GL renderer should build the GLSL shaders using GskShaderBuilder.
This allows us to separate the common parts into separate files, and
assemble them as necessary, instead of shipping one big shader per type
of GL API (GL3, GL legacy, and GLES).
2016-10-18 11:49:07 +01:00