forked from AuroraMiddleware/gtk
6bec7aae89
Instead of having 3 different shaders for the different clipping versions, just have one shader and use a preprocessor define to use different clip functions. That preprocessor define is set in the Makefile. Also use foo.frag and foo.vert as the file extensions instead of using foo.frag.glsl and foo.vert.glsl, as that's what glslc suggests as extension.
25 lines
767 B
GLSL
25 lines
767 B
GLSL
#version 420 core
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#include "clip.frag.glsl"
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#include "rounded-rect.glsl"
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layout(location = 0) in vec2 inPos;
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layout(location = 1) in vec4 inColor;
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layout(location = 2) in vec4 inRect;
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layout(location = 3) in vec4 inCornerWidths;
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layout(location = 4) in vec4 inCornerHeights;
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layout(location = 5) in vec4 inBorderWidths;
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layout(location = 0) out vec4 color;
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void main()
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{
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RoundedRect routside = RoundedRect (vec4(inRect.xy, inRect.xy + inRect.zw), inCornerWidths, inCornerHeights);
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RoundedRect rinside = rounded_rect_shrink (routside, inBorderWidths);
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float alpha = clamp (rounded_rect_coverage (routside, inPos) -
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rounded_rect_coverage (rinside, inPos),
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0.0, 1.0);
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color = clip (inPos, inColor * alpha);
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}
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