gtk2/gsk/resources/glsl/inset_shadow.glsl
Timm Bäder c8fa1f19db gl renderer: Transform rounded rect on the GPU
Change the RoundedRect struct we use in our shaders so we can transform
it using (affine) matrices.
2020-01-24 06:08:39 +01:00

41 lines
937 B
GLSL

// VERTEX_SHADER:
uniform vec4 u_color;
_OUT_ vec4 final_color;
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;
}
// FRAGMENT_SHADER:
uniform float u_spread;
uniform vec2 u_offset;
uniform vec4[3] u_outline_rect;
_IN_ vec4 final_color;
void main() {
vec4 f = gl_FragCoord;
f.x += u_viewport.x;
f.y = (u_viewport.y + u_viewport.w) - f.y;
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);
float alpha = clamp (rounded_rect_coverage (outside, f.xy) -
rounded_rect_coverage (inside, f.xy),
0.0, 1.0);
setOutputColor(final_color * alpha);
}