gtk2/gsk/resources/glsl/inset_shadow.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

28 lines
769 B
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 float u_spread;
uniform vec4 u_color;
uniform vec2 u_offset;
uniform RoundedRect u_outline_rect;
void main() {
vec4 f = gl_FragCoord;
f.x += u_viewport.x;
f.y = (u_viewport.y + u_viewport.w) - f.y;
RoundedRect inside = rounded_rect_shrink(u_outline_rect, vec4(u_spread));
vec2 offset = vec2(u_offset.x, - u_offset.y);
vec4 color = vec4(u_color.rgb * u_color.a, u_color.a);
color = color * clamp (rounded_rect_coverage (u_outline_rect, f.xy) -
rounded_rect_coverage (inside, f.xy - offset),
0.0, 1.0);
setOutputColor(color * u_alpha);
}