gtk2/gsk/ngl/resources/repeat.glsl
Matthias Clasen 3252f1e301 gsk: Give ngl its own shader sources
We may want to change the interface between the
shaders and the renderer for ngl, and therefore,
sharing the shaders between gl and ngl will not
be practical, going forward.
2021-03-12 13:18:47 -05:00

42 lines
1.0 KiB
GLSL

// VERTEX_SHADER:
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
}
// FRAGMENT_SHADER:
uniform vec4 u_child_bounds;
uniform vec4 u_texture_rect;
float wrap(float f, float wrap_for) {
return mod(f, wrap_for);
}
/* We get the texture coordinates via vUv,
* but that might be on a texture atlas, so we need to do the
* wrapping ourselves.
*/
void main() {
/* We map the texture coordinate to [1;0], then wrap it and scale the result again */
float tw = u_texture_rect.z - u_texture_rect.x;
float th = u_texture_rect.w - u_texture_rect.y;
float mapped_x = (vUv.x - u_texture_rect.x) / tw;
float mapped_y = (vUv.y - u_texture_rect.y) / th;
float wrapped_x = wrap(u_child_bounds.x + mapped_x * u_child_bounds.z, 1.0);
float wrapped_y = wrap(u_child_bounds.y + mapped_y * u_child_bounds.w, 1.0);
vec2 tp;
tp.x = u_texture_rect.x + (wrapped_x * tw);
tp.y = u_texture_rect.y + (wrapped_y * th);
vec4 diffuse = GskTexture(u_source, tp);
gskSetOutputColor(diffuse * u_alpha);
}