gtk2/gsk/resources/glsl/preamble.fs.glsl
Alexander Larsson bacb3affb3 gl: Add some namespacing to the preamble symbols
This adds a gsk prefix to the stuff in the preamble, as we want to
avoid it conflicting with things in the main shader. Especially once
we start allow some customization of shaders.
2020-09-29 09:51:16 +02:00

116 lines
2.7 KiB
GLSL

uniform sampler2D u_source;
uniform mat4 u_projection;
uniform mat4 u_modelview;
uniform float u_alpha;// = 1.0;
uniform vec4 u_viewport;
uniform vec4[3] u_clip_rect;
#if GSK_GLES
#elif GSK_LEGACY
_OUT_ vec4 outputColor;
#else
_OUT_ vec4 outputColor;
#endif
_IN_ vec2 vUv;
GskRoundedRect gsk_decode_rect(_GSK_ROUNDED_RECT_UNIFORM_ r)
{
#if defined(GSK_GLES) || defined(GSK_LEGACY)
return GskRoundedRect(r[0], r[1], r[2]);
#else
return r;
#endif
}
float
gsk_ellipsis_dist (vec2 p, vec2 radius)
{
if (radius == vec2(0, 0))
return 0.0;
vec2 p0 = p / radius;
vec2 p1 = 2.0 * p0 / radius;
return (dot(p0, p0) - 1.0) / length (p1);
}
float
gsk_ellipsis_coverage (vec2 point, vec2 center, vec2 radius)
{
float d = gsk_ellipsis_dist (point - center, radius);
return clamp (0.5 - d, 0.0, 1.0);
}
float
gsk_rounded_rect_coverage (GskRoundedRect r, vec2 p)
{
if (p.x < r.bounds.x || p.y < r.bounds.y ||
p.x >= r.bounds.z || p.y >= r.bounds.w)
return 0.0;
vec2 rad_tl = r.corner_points1.xy - r.bounds.xy;
vec2 rad_tr = r.corner_points1.zw - r.bounds.zy;
vec2 rad_br = r.corner_points2.xy - r.bounds.zw;
vec2 rad_bl = r.corner_points2.zw - r.bounds.xw;
vec2 ref_tl = r.corner_points1.xy;
vec2 ref_tr = r.corner_points1.zw;
vec2 ref_br = r.corner_points2.xy;
vec2 ref_bl = r.corner_points2.zw;
float d_tl = gsk_ellipsis_coverage(p, ref_tl, rad_tl);
float d_tr = gsk_ellipsis_coverage(p, ref_tr, rad_tr);
float d_br = gsk_ellipsis_coverage(p, ref_br, rad_br);
float d_bl = gsk_ellipsis_coverage(p, ref_bl, rad_bl);
vec4 corner_coverages = 1.0 - vec4(d_tl, d_tr, d_br, d_bl);
bvec4 is_out = bvec4(p.x < ref_tl.x && p.y < ref_tl.y,
p.x > ref_tr.x && p.y < ref_tr.y,
p.x > ref_br.x && p.y > ref_br.y,
p.x < ref_bl.x && p.y > ref_bl.y);
return 1.0 - dot(vec4(is_out), corner_coverages);
}
vec4 GskTexture(sampler2D sampler, vec2 texCoords) {
#if defined(GSK_GLES) || defined(GSK_LEGACY)
return texture2D(sampler, texCoords);
#else
return texture(sampler, texCoords);
#endif
}
#ifdef GSK_GL3
layout(origin_upper_left) in vec4 gl_FragCoord;
#endif
vec2 gsk_get_frag_coord() {
vec2 fc = gl_FragCoord.xy;
#ifdef GSK_GL3
fc += u_viewport.xy;
#else
fc.x += u_viewport.x;
fc.y = (u_viewport.y + u_viewport.w) - fc.y;
#endif
return fc;
}
void gskSetOutputColor(vec4 color) {
vec2 f = gsk_get_frag_coord();
// We do *NOT* transform the clip rect here since we already
// need to do that on the CPU.
#if defined(GSK_GLES) || defined(GSK_LEGACY)
gl_FragColor = color * gsk_rounded_rect_coverage(gsk_create_rect(u_clip_rect), f);
#else
outputColor = color * gsk_rounded_rect_coverage(gsk_create_rect(u_clip_rect), f);
#endif
/*outputColor = color;*/
}