gtk2/gsk/resources/vulkan/linear.frag
Benjamin Otte 6bec7aae89 vulkan: Generate clip shaders from same source
Instead of having 3 different shaders for the different clipping
versions, just have one shader and use a preprocessor define to use
different clip functions.

That preprocessor define is set in the Makefile.

Also use foo.frag and foo.vert as the file extensions instead of using
foo.frag.glsl and foo.vert.glsl, as that's what glslc suggests as
extension.
2017-01-17 06:17:55 +01:00

37 lines
872 B
GLSL

#version 420 core
#include "clip.frag.glsl"
struct ColorStop {
float offset;
vec4 color;
};
layout(location = 0) in vec2 inPos;
layout(location = 1) in float inGradientPos;
layout(location = 2) in flat int inRepeating;
layout(location = 3) in flat int inStopCount;
layout(location = 4) in flat ColorStop inStops[8];
layout(location = 0) out vec4 outColor;
void main()
{
float pos;
if (inRepeating != 0)
pos = fract (inGradientPos);
else
pos = clamp (inGradientPos, 0, 1);
vec4 color = inStops[0].color;
int n = clamp (inStopCount, 2, 8);
for (int i = 1; i < n; i++)
{
if (inStops[i].offset > inStops[i-1].offset)
color = mix (color, inStops[i].color, clamp((pos - inStops[i-1].offset) / (inStops[i].offset - inStops[i-1].offset), 0, 1));
}
//outColor = vec4(pos, pos, pos, 1.0);
outColor = clip (inPos, color);
}