forked from AuroraMiddleware/gtk
9a1460218c
It complains if a vertex shader has an out that is not matched to an in of the fragment shader.
28 lines
975 B
GLSL
28 lines
975 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 flat vec4 inOutline;
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layout(location = 2) in flat vec4 inOutlineCornerWidths;
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layout(location = 3) in flat vec4 inOutlineCornerHeights;
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layout(location = 4) in flat vec4 inColor;
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layout(location = 5) in flat vec2 inOffset;
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layout(location = 6) in flat float inSpread;
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layout(location = 7) in flat float inBlurRadius;
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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 outline = RoundedRect (vec4(inOutline.xy, inOutline.xy + inOutline.zw), inOutlineCornerWidths, inOutlineCornerHeights);
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RoundedRect outside = rounded_rect_shrink (outline, vec4(-inSpread));
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color = vec4(inColor.rgb * inColor.a, inColor.a);
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color = color * clamp (rounded_rect_coverage (outside, inPos - inOffset) -
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rounded_rect_coverage (outline, inPos),
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0.0, 1.0);
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color = clip (inPos, color);
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}
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