forked from AuroraMiddleware/gtk
c8fa1f19db
Change the RoundedRect struct we use in our shaders so we can transform it using (affine) matrices.
41 lines
937 B
GLSL
41 lines
937 B
GLSL
// VERTEX_SHADER:
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uniform vec4 u_color;
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_OUT_ vec4 final_color;
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void main() {
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gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
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final_color = u_color;
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final_color.rgb *= final_color.a;
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final_color *= u_alpha;
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}
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// FRAGMENT_SHADER:
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uniform float u_spread;
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uniform vec2 u_offset;
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uniform vec4[3] u_outline_rect;
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_IN_ vec4 final_color;
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void main() {
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vec4 f = gl_FragCoord;
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f.x += u_viewport.x;
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f.y = (u_viewport.y + u_viewport.w) - f.y;
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RoundedRect outside = create_rect(u_outline_rect);
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RoundedRect inside = rounded_rect_shrink(outside, vec4(u_spread));
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rounded_rect_offset(inside, u_offset);
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rounded_rect_transform(outside, u_modelview);
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rounded_rect_transform(inside, u_modelview);
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float alpha = clamp (rounded_rect_coverage (outside, f.xy) -
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rounded_rect_coverage (inside, f.xy),
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0.0, 1.0);
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setOutputColor(final_color * alpha);
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}
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