gtk2/gsk/resources/vulkan/border-clip-rounded.frag.glsl
Benjamin Otte 6a60e335cd vulkan: Add push constants to fragment shader
That way we don't need to move the clip rounded rect manually through
the vertex shader into the fragment shader but can just look at the push
constants.

Simplifies shaders a lot.
2017-01-17 06:17:55 +01:00

33 lines
970 B
GLSL

#version 420 core
#include "constants.glsl"
#include "rounded-rect.glsl"
layout(location = 0) in vec2 inPos;
layout(location = 1) in vec4 inColor;
layout(location = 2) in vec4 inRect;
layout(location = 3) in vec4 inCornerWidths;
layout(location = 4) in vec4 inCornerHeights;
layout(location = 5) in vec4 inBorderWidths;
layout(location = 0) out vec4 color;
vec4
clip (vec4 color)
{
RoundedRect r = RoundedRect(vec4(push.clip_bounds.xy, push.clip_bounds.xy + push.clip_bounds.zw), push.clip_widths, push.clip_heights);
return color * rounded_rect_coverage (r, inPos);
}
void main()
{
RoundedRect routside = RoundedRect (vec4(inRect.xy, inRect.xy + inRect.zw), inCornerWidths, inCornerHeights);
RoundedRect rinside = rounded_rect_shrink (routside, inBorderWidths);
float alpha = clamp (rounded_rect_coverage (routside, inPos) -
rounded_rect_coverage (rinside, inPos),
0.0, 1.0);
color = clip (inColor);
}