gtk2/gsk/resources/glsl/gl3_common.fs.glsl
Timm Bäder 64400e82b5 gl renderer: Default to 0px clip and border radius
Finally fix the division by 0 in the clip code.
2017-12-21 19:12:32 +01:00

108 lines
2.9 KiB
GLSL

precision highp float;
uniform sampler2D u_source;
uniform sampler2D u_mask;
uniform mat4 u_projection = mat4(1.0);
uniform mat4 u_modelview = mat4(1.0);
uniform float u_alpha = 1.0;
uniform int uBlendMode;
uniform vec4 u_viewport;
// In GtkSnapshot coordinates
uniform vec4 u_clip;
uniform vec4 u_clip_corner_widths = vec4(0, 0, 0, 0);
uniform vec4 u_clip_corner_heights = vec4(0, 0, 0, 0);
in vec2 vUv;
out vec4 outputColor;
struct RoundedRect
{
vec4 bounds;
vec4 corner_widths;
vec4 corner_heights;
};
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 = vec2(r.corner_widths.x, r.corner_heights.x);
vec2 rad_tr = vec2(r.corner_widths.y, r.corner_heights.y);
vec2 rad_br = vec2(r.corner_widths.z, r.corner_heights.z);
vec2 rad_bl = vec2(r.corner_widths.w, r.corner_heights.w);
vec2 ref_tl = r.bounds.xy + vec2( r.corner_widths.x, r.corner_heights.x);
vec2 ref_tr = r.bounds.zy + vec2(-r.corner_widths.y, r.corner_heights.y);
vec2 ref_br = r.bounds.zw + vec2(-r.corner_widths.z, -r.corner_heights.z);
vec2 ref_bl = r.bounds.xw + vec2( r.corner_widths.w, -r.corner_heights.w);
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);
}
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_widths = max (r.corner_widths - amount.wyyw, 0.0);
vec4 new_heights = max (r.corner_heights - amount.xxzz, 0.0);
return RoundedRect (new_bounds, new_widths, new_heights);
}
vec4 Texture(sampler2D sampler, vec2 texCoords) {
return texture(sampler, texCoords);
}
void setOutputColor(vec4 color) {
vec4 clipBounds = u_clip;
vec4 f = gl_FragCoord;
f.x += u_viewport.x;
f.y = (u_viewport.y + u_viewport.w) - f.y;
clipBounds.z = clipBounds.x + clipBounds.z;
clipBounds.w = clipBounds.y + clipBounds.w;
RoundedRect r = RoundedRect(clipBounds, u_clip_corner_widths, u_clip_corner_heights);
outputColor = color * rounded_rect_coverage(r, f.xy);
/*outputColor = color;*/
}