gtk2/gsk/resources/glsl/preamble.glsl
Timm Bäder 685288216f gl renderer: Move rect transformation to the vertex shader
No need to do this for every fragment.
2020-01-24 06:08:39 +01:00

38 lines
1.0 KiB
GLSL

#ifndef GSK_LEGACY
precision highp float;
#endif
#if defined(GSK_GLES) || defined(GSK_LEGACY)
#define _OUT_ varying
#define _IN_ varying
#define _ROUNDED_RECT_UNIFORM_ vec4[3]
#else
#define _OUT_ out
#define _IN_ in
#define _ROUNDED_RECT_UNIFORM_ RoundedRect
#endif
struct RoundedRect
{
vec4 bounds;
// Look, arrays can't be in structs if you want to return the struct
// from a function in gles or whatever. Just kill me.
vec4 corner_points1; // xy = top left, zw = top right
vec4 corner_points2; // xy = bottom right, zw = bottom left
};
// Transform from a GskRoundedRect to a RoundedRect as we need it.
RoundedRect
create_rect(vec4[3] data)
{
vec4 bounds = vec4(data[0].xy, data[0].xy + data[0].zw);
vec4 corner_points1 = vec4(bounds.xy + data[1].xy,
bounds.zy + vec2(data[1].zw * vec2(-1, 1)));
vec4 corner_points2 = vec4(bounds.zw + (data[2].xy * vec2(-1, -1)),
bounds.xw + vec2(data[2].zw * vec2(1, -1)));
return RoundedRect(bounds, corner_points1, corner_points2);
}