forked from AuroraMiddleware/gtk
685288216f
No need to do this for every fragment.
40 lines
936 B
GLSL
40 lines
936 B
GLSL
// VERTEX_SHADER:
|
|
uniform vec4 u_color;
|
|
uniform vec4[3] u_outline_rect;
|
|
|
|
_OUT_ vec4 final_color;
|
|
_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outline;
|
|
|
|
void main() {
|
|
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
|
|
|
|
vUv = vec2(aUv.x, aUv.y);
|
|
|
|
final_color = u_color;
|
|
// pre-multiply
|
|
final_color.rgb *= final_color.a;
|
|
final_color *= u_alpha;
|
|
|
|
RoundedRect outline = create_rect(u_outline_rect);
|
|
rounded_rect_transform(outline, u_modelview);
|
|
rounded_rect_encode(outline, transformed_outline);
|
|
}
|
|
|
|
// FRAGMENT_SHADER:
|
|
_IN_ vec4 final_color;
|
|
_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outline;
|
|
|
|
void main() {
|
|
vec4 f = gl_FragCoord;
|
|
|
|
f.x += u_viewport.x;
|
|
f.y = (u_viewport.y + u_viewport.w) - f.y;
|
|
|
|
float alpha = Texture(u_source, vUv).a;
|
|
alpha *= (1.0 - clamp(rounded_rect_coverage(decode_rect(transformed_outline), f.xy), 0.0, 1.0));
|
|
|
|
vec4 color = final_color * alpha;
|
|
|
|
setOutputColor(color);
|
|
}
|