// VERTEX_SHADER: // filled_border.glsl uniform vec4 u_widths; uniform vec4[3] u_outline_rect; _OUT_ vec4 outer_color; _OUT_ vec4 inner_color; _OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline; _OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline; void main() { gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0); outer_color = gsk_scaled_premultiply(aColor, u_alpha); inner_color = gsk_scaled_premultiply(aColor2, u_alpha); GskRoundedRect outside = gsk_create_rect(u_outline_rect); GskRoundedRect inside = gsk_rounded_rect_shrink (outside, u_widths); gsk_rounded_rect_transform(outside, u_modelview); gsk_rounded_rect_transform(inside, u_modelview); gsk_rounded_rect_encode(outside, transformed_outside_outline); gsk_rounded_rect_encode(inside, transformed_inside_outline); } // FRAGMENT_SHADER: // filled_border.glsl uniform vec4[3] u_outline_rect; _IN_ vec4 outer_color; _IN_ vec4 inner_color; _IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline; _IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline; void main() { vec2 frag = gsk_get_frag_coord(); float outer_coverage = gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag); float inner_coverage = gsk_rounded_rect_coverage(gsk_decode_rect(transformed_inside_outline), frag); float alpha = clamp(outer_coverage - inner_coverage, 0.0, 1.0); float alpha2 = clamp(inner_coverage, 0.0, 1.0); gskSetOutputColor((outer_color * alpha) + (inner_color * alpha2)); }