forked from AuroraMiddleware/gtk
1243174e53
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];
29 lines
804 B
GLSL
29 lines
804 B
GLSL
// VERTEX_SHADER:
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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vUv = vec2(aUv.x, aUv.y);
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}
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// FRAGMENT_SHADER:
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uniform float u_spread;
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uniform vec4 u_color;
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uniform vec2 u_offset;
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uniform vec4[3] u_outline_rect;
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void main() {
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vec4 f = gl_FragCoord;
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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RoundedRect outside = create_rect(u_outline_rect);
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RoundedRect inside = rounded_rect_shrink(outside, vec4(u_spread));
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vec2 offset = vec2(u_offset.x, - u_offset.y);
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vec4 color = vec4(u_color.rgb * u_color.a, u_color.a);
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color = color * clamp (rounded_rect_coverage (outside, f.xy) -
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rounded_rect_coverage (inside, f.xy - offset),
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0.0, 1.0);
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setOutputColor(color * u_alpha);
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}
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