gtk2/gsk/resources/glsl/preamble.fs.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

173 lines
4.7 KiB
GLSL

#ifdef GSK_GL3
precision highp float;
#endif
#ifdef GSK_GLES
precision highp float;
#endif
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
#define _OUT_ varying
#define _IN_ varying
#elif GSK_LEGACY
#define _OUT_ varying
#define _IN_ varying
_OUT_ vec4 outputColor;
#else
#define _OUT_ out
#define _IN_ in
_OUT_ vec4 outputColor;
#endif
_IN_ vec2 vUv;
struct RoundedRect
{
vec4 bounds;
// Look, arrays can't be in structs if you want to return the struct
// from a function in gles or whatever. Just kill me.
vec4 corner_points1; // xy = top left, zw = top right
vec4 corner_points2; // xy = bottom right, zw = bottom left
};
// Transform from a GskRoundedRect to a RoundedRect as we need it.
RoundedRect
create_rect(vec4[3] data)
{
vec4 bounds = vec4(data[0].xy, data[0].xy + data[0].zw);
vec4 corner_points1 = vec4(bounds.xy + data[1].xy,
bounds.zy + vec2(data[1].zw * vec2(-1, 1)));
vec4 corner_points2 = vec4(bounds.zw + (data[2].xy * vec2(-1, -1)),
bounds.xw + vec2(data[2].zw * vec2(1, -1)));
return RoundedRect(bounds, corner_points1, corner_points2);
}
float
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
ellipsis_coverage (vec2 point, vec2 center, vec2 radius)
{
float d = ellipsis_dist (point - center, radius);
return clamp (0.5 - d, 0.0, 1.0);
}
float
rounded_rect_coverage (RoundedRect 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 = ellipsis_coverage(p, ref_tl, rad_tl);
float d_tr = ellipsis_coverage(p, ref_tr, rad_tr);
float d_br = ellipsis_coverage(p, ref_br, rad_br);
float d_bl = 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);
}
// amount is: top, right, bottom, left
RoundedRect
rounded_rect_shrink (RoundedRect r, vec4 amount)
{
vec4 new_bounds = r.bounds + vec4(1.0,1.0,-1.0,-1.0) * amount.wxyz;
vec4 new_corner_points1 = r.corner_points1;
vec4 new_corner_points2 = r.corner_points2;
if (r.corner_points1.xy == r.bounds.xy) new_corner_points1.xy = new_bounds.xy;
if (r.corner_points1.zw == r.bounds.zy) new_corner_points1.zw = new_bounds.zy;
if (r.corner_points2.xy == r.bounds.zw) new_corner_points2.xy = new_bounds.zw;
if (r.corner_points2.zw == r.bounds.xw) new_corner_points2.zw = new_bounds.xw;
return RoundedRect (new_bounds, new_corner_points1, new_corner_points2);
}
void
rounded_rect_offset(inout RoundedRect r, vec2 offset)
{
r.bounds.xy += offset;
r.bounds.zw += offset;
r.corner_points1.xy += offset;
r.corner_points1.zw += offset;
r.corner_points2.xy += offset;
r.corner_points2.zw += offset;
}
void rounded_rect_transform(inout RoundedRect r, mat4 mat)
{
r.bounds.xy = (mat * vec4(r.bounds.xy, 0.0, 1.0)).xy;
r.bounds.zw = (mat * vec4(r.bounds.zw, 0.0, 1.0)).xy;
r.corner_points1.xy = (mat * vec4(r.corner_points1.xy, 0.0, 1.0)).xy;
r.corner_points1.zw = (mat * vec4(r.corner_points1.zw, 0.0, 1.0)).xy;
r.corner_points2.xy = (mat * vec4(r.corner_points2.xy, 0.0, 1.0)).xy;
r.corner_points2.zw = (mat * vec4(r.corner_points2.zw, 0.0, 1.0)).xy;
}
vec4 Texture(sampler2D sampler, vec2 texCoords) {
#if GSK_GLES
return texture2D(sampler, texCoords);
#elif GSK_LEGACY
return texture2D(sampler, texCoords);
#else
return texture(sampler, texCoords);
#endif
}
void setOutputColor(vec4 color) {
vec4 f = gl_FragCoord;
f.x += u_viewport.x;
f.y = (u_viewport.y + u_viewport.w) - f.y;
// We do *NOT* transform the clip rect here since we already
// need to do that on the CPU.
#if GSK_GLES
gl_FragColor = color * rounded_rect_coverage(create_rect(u_clip_rect), f.xy);
#elif GSK_LEGACY
gl_FragColor = color * rounded_rect_coverage(create_rect(u_clip_rect), f.xy);
#else
outputColor = color * rounded_rect_coverage(create_rect(u_clip_rect), f.xy);
#endif
/*outputColor = color;*/
}