gtk2/gsk/resources/glsl/inset_shadow.glsl
Timm Bäder 72d4a83af8 gl renderer: Moar state tracking
Track what we really need to send for inset shadows, which are used
as a border replacement in many cases.

Fishbowl says I can draw around 200-300 more switches per frame like
this too.
2020-07-28 05:34:11 +02:00

44 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 outside = create_rect(u_outline_rect);
RoundedRect inside = rounded_rect_shrink(outside, vec4(u_spread));
rounded_rect_offset(inside, 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() {
vec2 frag = get_frag_coord();
float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), frag) -
rounded_rect_coverage(decode_rect(transformed_inside_outline), frag),
0.0, 1.0);
setOutputColor(final_color * alpha);
}