forked from AuroraMiddleware/gtk
3252f1e301
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.
58 lines
1.5 KiB
GLSL
58 lines
1.5 KiB
GLSL
#ifndef GSK_LEGACY
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precision highp float;
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#endif
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#if defined(GSK_GLES) || defined(GSK_LEGACY)
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#define _OUT_ varying
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#define _IN_ varying
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#define _NOPERSPECTIVE_
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#define _GSK_ROUNDED_RECT_UNIFORM_ vec4[3]
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#else
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#define _OUT_ out
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#define _IN_ in
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#define _NOPERSPECTIVE_ noperspective
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#define _GSK_ROUNDED_RECT_UNIFORM_ GskRoundedRect
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#endif
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struct GskRoundedRect
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{
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vec4 bounds; // Top left and bottom right
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// Look, arrays can't be in structs if you want to return the struct
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// from a function in gles or whatever. Just kill me.
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vec4 corner_points1; // xy = top left, zw = top right
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vec4 corner_points2; // xy = bottom right, zw = bottom left
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};
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// Transform from a C GskRoundedRect to what we need.
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GskRoundedRect
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gsk_create_rect(vec4[3] data)
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{
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vec4 bounds = vec4(data[0].xy, data[0].xy + data[0].zw);
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vec4 corner_points1 = vec4(bounds.xy + data[1].xy,
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bounds.zy + vec2(data[1].zw * vec2(-1, 1)));
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vec4 corner_points2 = vec4(bounds.zw + (data[2].xy * vec2(-1, -1)),
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bounds.xw + vec2(data[2].zw * vec2(1, -1)));
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return GskRoundedRect(bounds, corner_points1, corner_points2);
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}
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vec4
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gsk_get_bounds(vec4[3] data)
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{
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return vec4(data[0].xy, data[0].xy + data[0].zw);
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}
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vec4 gsk_premultiply(vec4 c) {
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return vec4(c.rgb * c.a, c.a);
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}
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vec4 gsk_scaled_premultiply(vec4 c, float s) {
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// Fast version of gsk_premultiply(c) * s
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// 4 muls instead of 7
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float a = s * c.a;
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return vec4(c.rgb * a, a);
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}
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