gtk2/gsk/resources/glsl/unblurred_outset_shadow.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

47 lines
1.3 KiB
GLSL

// VERTEX_SHADER:
uniform vec4 u_color;
uniform float u_spread;
uniform vec2 u_offset;
uniform vec4[3] u_outline_rect;
_OUT_ vec4 final_color;
_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
final_color = u_color;
final_color.rgb *= final_color.a;
final_color *= u_alpha;
RoundedRect inside = create_rect(u_outline_rect);
RoundedRect outside = rounded_rect_shrink(inside, vec4(- u_spread));
rounded_rect_offset(outside, u_offset);
rounded_rect_transform(outside, u_modelview);
rounded_rect_transform(inside, u_modelview);
rounded_rect_encode(outside, transformed_outside_outline);
rounded_rect_encode(inside, transformed_inside_outline);
}
// FRAGMENT_SHADER:
_IN_ vec4 final_color;
_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
void main() {
vec4 f = gl_FragCoord;
f.x += u_viewport.x;
f.y = (u_viewport.y + u_viewport.w) - f.y;
float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), f.xy) -
rounded_rect_coverage(decode_rect(transformed_inside_outline), f.xy),
0.0, 1.0);
setOutputColor(final_color * alpha);
}