gtk2/gsk/resources/glsl/repeat.glsl
Timm Bäder cc909b160f gl renderer: Rewrite shader builder
Use a unified approach to write both vertex and fragment shader in the
same file.
2020-01-07 17:27:15 +01:00

42 lines
1.0 KiB
GLSL

// VERTEX_SHADER:
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
}
// FRAGMENT_SHADER:
uniform vec4 u_child_bounds;
uniform vec4 u_texture_rect;
float wrap(float f, float wrap_for) {
return mod(f, wrap_for);
}
/* We get the texture coordinates via vUv,
* but that might be on a texture atlas, so we need to do the
* wrapping ourselves.
*/
void main() {
/* We map the texture coordinate to [1;0], then wrap it and scale the result again */
float tw = u_texture_rect.z - u_texture_rect.x;
float th = u_texture_rect.w - u_texture_rect.y;
float mapped_x = (vUv.x - u_texture_rect.x) / tw;
float mapped_y = (vUv.y - u_texture_rect.y) / th;
float wrapped_x = wrap(u_child_bounds.x + mapped_x * u_child_bounds.z, 1.0);
float wrapped_y = wrap(u_child_bounds.y + mapped_y * u_child_bounds.w, 1.0);
vec2 tp;
tp.x = u_texture_rect.x + (wrapped_x * tw);
tp.y = u_texture_rect.y + (wrapped_y * th);
vec4 diffuse = Texture(u_source, tp);
setOutputColor(diffuse * u_alpha);
}