gtk2/gsk/resources/vulkan/linear.vert.glsl
Benjamin Otte af917c4ade vulkan: Handle linear gradients
Note: We interpolate premultiplied colors as per the CSS spec. This i
different from Cairo, which interpolates unpremultiplied.

So in testcases with translucent gradients, it's actually Cairo that is
wrong.
2016-12-26 17:22:02 +01:00

90 lines
2.7 KiB
GLSL

#version 420 core
struct ColorStop {
float offset;
vec4 color;
};
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec2 inStart;
layout(location = 2) in vec2 inEnd;
layout(location = 3) in int inRepeating;
layout(location = 4) in int inStopCount;
layout(location = 5) in vec4 inOffsets0;
layout(location = 6) in vec4 inOffsets1;
layout(location = 7) in vec4 inColors0;
layout(location = 8) in vec4 inColors1;
layout(location = 9) in vec4 inColors2;
layout(location = 10) in vec4 inColors3;
layout(location = 11) in vec4 inColors4;
layout(location = 12) in vec4 inColors5;
layout(location = 13) in vec4 inColors6;
layout(location = 14) in vec4 inColors7;
layout(push_constant) uniform PushConstants {
mat4 mvp;
vec4 clip_bounds;
vec4 clip_widths;
vec4 clip_heights;
} push;
layout(location = 0) out float outGradientPos;
layout(location = 1) out flat int outRepeating;
layout(location = 2) out flat int outStopCount;
layout(location = 3) out flat ColorStop outStops[8];
out gl_PerVertex {
vec4 gl_Position;
};
vec2 offsets[6] = { vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
vec2(0.0, 1.0),
vec2(1.0, 0.0),
vec2(1.0, 1.0) };
vec4 intersect(vec4 a, vec4 b)
{
a = vec4(a.xy, a.xy + a.zw);
b = vec4(b.xy, b.xy + b.zw);
vec4 result = vec4(max(a.xy, b.xy), min(a.zw, b.zw));
if (any (greaterThanEqual (result.xy, result.zw)))
return vec4(0.0,0.0,0.0,0.0);
return vec4(result.xy, result.zw - result.xy);
}
float
get_gradient_pos (vec2 pos)
{
pos = pos - inStart;
vec2 grad = inEnd - inStart;
return dot (pos, grad) / dot (grad, grad);
}
void main() {
vec4 rect = intersect(inRect, push.clip_bounds);
vec2 pos = rect.xy + rect.zw * offsets[gl_VertexIndex];
gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
outGradientPos = get_gradient_pos (pos);
outRepeating = inRepeating;
outStopCount = inStopCount;
outStops[0].offset = inOffsets0[0];
outStops[0].color = inColors0 * vec4(inColors0.aaa, 1.0);
outStops[1].offset = inOffsets0[1];
outStops[1].color = inColors1 * vec4(inColors1.aaa, 1.0);
outStops[2].offset = inOffsets0[2];
outStops[2].color = inColors2 * vec4(inColors2.aaa, 1.0);
outStops[3].offset = inOffsets0[3];
outStops[3].color = inColors3 * vec4(inColors3.aaa, 1.0);
outStops[4].offset = inOffsets1[0];
outStops[4].color = inColors4 * vec4(inColors4.aaa, 1.0);
outStops[5].offset = inOffsets1[1];
outStops[5].color = inColors5 * vec4(inColors5.aaa, 1.0);
outStops[6].offset = inOffsets1[2];
outStops[6].color = inColors6 * vec4(inColors6.aaa, 1.0);
outStops[7].offset = inOffsets1[3];
outStops[7].color = inColors7 * vec4(inColors7.aaa, 1.0);
}