forked from AuroraMiddleware/gtk
e1572e003a
The compiler has those predefined, so use them.
52 lines
1.6 KiB
GLSL
52 lines
1.6 KiB
GLSL
#version 420 core
|
|
|
|
#include "clip.vert.glsl"
|
|
|
|
layout(location = 0) in vec4 inOutline;
|
|
layout(location = 1) in vec4 inOutlineCornerWidths;
|
|
layout(location = 2) in vec4 inOutlineCornerHeights;
|
|
layout(location = 3) in vec4 inColor;
|
|
layout(location = 4) in vec2 inOffset;
|
|
layout(location = 5) in float inSpread;
|
|
layout(location = 6) in float inBlurRadius;
|
|
|
|
layout(location = 0) out vec2 outPos;
|
|
layout(location = 1) out flat vec4 outOutline;
|
|
layout(location = 2) out flat vec4 outOutlineCornerWidths;
|
|
layout(location = 3) out flat vec4 outOutlineCornerHeights;
|
|
layout(location = 4) out flat vec4 outColor;
|
|
layout(location = 5) out flat vec2 outOffset;
|
|
layout(location = 6) out flat float outSpread;
|
|
layout(location = 7) out flat float outBlurRadius;
|
|
|
|
vec2 offsets[6] = { vec2(0.0, 0.0),
|
|
vec2(1.0, 0.0),
|
|
vec2(0.0, 1.0),
|
|
vec2(0.0, 1.0),
|
|
vec2(1.0, 0.0),
|
|
vec2(1.0, 1.0) };
|
|
|
|
float radius_pixels(float radius) {
|
|
return radius * (3.0 * sqrt(2 * 3.141592653589793) / 4) * 1.5;
|
|
}
|
|
|
|
void main() {
|
|
vec4 rect = inOutline;
|
|
float spread = inSpread + radius_pixels(inBlurRadius);
|
|
rect += vec4(inOffset - spread, vec2(2 * spread));
|
|
|
|
clip (inOutline);
|
|
|
|
vec2 pos = rect.xy + rect.zw * offsets[gl_VertexIndex];
|
|
gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
|
|
outPos = pos;
|
|
|
|
outOutline = inOutline;
|
|
outOutlineCornerWidths = inOutlineCornerWidths;
|
|
outOutlineCornerHeights = inOutlineCornerHeights;
|
|
outColor = inColor;
|
|
outOffset = inOffset;
|
|
outSpread = inSpread;
|
|
outBlurRadius = inBlurRadius;
|
|
}
|