forked from AuroraMiddleware/gtk
3768c676c6
Implement clipping the same way as in the last commit for the fragment shaders.
76 lines
2.3 KiB
GLSL
76 lines
2.3 KiB
GLSL
#version 420 core
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#define CLIP_NONE
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#include "clip.vert.glsl"
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struct ColorStop {
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float offset;
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vec4 color;
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};
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec2 inStart;
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layout(location = 2) in vec2 inEnd;
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layout(location = 3) in int inRepeating;
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layout(location = 4) in int inStopCount;
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layout(location = 5) in vec4 inOffsets0;
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layout(location = 6) in vec4 inOffsets1;
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layout(location = 7) in vec4 inColors0;
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layout(location = 8) in vec4 inColors1;
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layout(location = 9) in vec4 inColors2;
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layout(location = 10) in vec4 inColors3;
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layout(location = 11) in vec4 inColors4;
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layout(location = 12) in vec4 inColors5;
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layout(location = 13) in vec4 inColors6;
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layout(location = 14) in vec4 inColors7;
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layout(location = 0) out float outGradientPos;
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layout(location = 1) out flat int outRepeating;
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layout(location = 2) out flat int outStopCount;
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layout(location = 3) out flat ColorStop outStops[8];
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out gl_PerVertex {
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vec4 gl_Position;
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};
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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vec2(0.0, 1.0),
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vec2(1.0, 0.0),
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vec2(1.0, 1.0) };
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float
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get_gradient_pos (vec2 pos)
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{
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pos = pos - inStart;
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vec2 grad = inEnd - inStart;
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return dot (pos, grad) / dot (grad, grad);
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}
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void main() {
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vec4 rect = clip (inRect);
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vec2 pos = rect.xy + rect.zw * offsets[gl_VertexIndex];
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gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
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outGradientPos = get_gradient_pos (pos);
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outRepeating = inRepeating;
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outStopCount = inStopCount;
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outStops[0].offset = inOffsets0[0];
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outStops[0].color = inColors0 * vec4(inColors0.aaa, 1.0);
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outStops[1].offset = inOffsets0[1];
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outStops[1].color = inColors1 * vec4(inColors1.aaa, 1.0);
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outStops[2].offset = inOffsets0[2];
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outStops[2].color = inColors2 * vec4(inColors2.aaa, 1.0);
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outStops[3].offset = inOffsets0[3];
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outStops[3].color = inColors3 * vec4(inColors3.aaa, 1.0);
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outStops[4].offset = inOffsets1[0];
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outStops[4].color = inColors4 * vec4(inColors4.aaa, 1.0);
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outStops[5].offset = inOffsets1[1];
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outStops[5].color = inColors5 * vec4(inColors5.aaa, 1.0);
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outStops[6].offset = inOffsets1[2];
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outStops[6].color = inColors6 * vec4(inColors6.aaa, 1.0);
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outStops[7].offset = inOffsets1[3];
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outStops[7].color = inColors7 * vec4(inColors7.aaa, 1.0);
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}
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