[gtk+/wip/baedert/gl: 1/4] gl renderer: draw all outset shadows
- From: Timm Bäder <baedert src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gtk+/wip/baedert/gl: 1/4] gl renderer: draw all outset shadows
- Date: Thu, 28 Dec 2017 18:33:13 +0000 (UTC)
commit d085856bd85fe62dbdaba3363098f63c675b1109
Author: Timm Bäder <mail baedert org>
Date: Thu Dec 28 16:41:32 2017 +0100
gl renderer: draw all outset shadows
Instead of falling back to cairo for most of them.
gsk/gl/gskglrenderer.c | 253 +++++++++++++++++-------------
gsk/gl/gskglrenderopsprivate.h | 2 +
gsk/resources/glsl/blur.fs.glsl | 53 +++----
gsk/resources/glsl/outset_shadow.fs.glsl | 4 +-
4 files changed, 173 insertions(+), 139 deletions(-)
---
diff --git a/gsk/gl/gskglrenderer.c b/gsk/gl/gskglrenderer.c
index ea5bb02..f4f5797 100644
--- a/gsk/gl/gskglrenderer.c
+++ b/gsk/gl/gskglrenderer.c
@@ -13,6 +13,7 @@
#include "gskglglyphcacheprivate.h"
#include "gdk/gdktextureprivate.h"
#include "gskglrenderopsprivate.h"
+#include "gskcairoblurprivate.h"
#include "gskprivate.h"
@@ -874,15 +875,15 @@ render_outset_shadow_node (GskGLRenderer *self,
const GskRoundedRect *outline = gsk_outset_shadow_node_peek_outline (node);
GskRoundedRect offset_outline;
const float blur_radius = gsk_outset_shadow_node_get_blur_radius (node);
+ const float blur_extra = gsk_cairo_blur_compute_pixels (blur_radius);
const float spread = gsk_outset_shadow_node_get_spread (node);
const float dx = gsk_outset_shadow_node_get_dx (node);
const float dy = gsk_outset_shadow_node_get_dy (node);
- const float min_x = outline->bounds.origin.x - spread - blur_radius;
- const float min_y = outline->bounds.origin.y - spread - blur_radius;
- const float max_x = min_x + outline->bounds.size.width + (spread+blur_radius) * 2;
- const float max_y = min_y + outline->bounds.size.height + (spread +blur_radius) * 2;
+ const float min_x = outline->bounds.origin.x - spread - blur_extra / 2.0;
+ const float min_y = outline->bounds.origin.y - spread - blur_extra / 2.0;
+ const float max_x = min_x + outline->bounds.size.width + (spread + blur_extra/2.0) * 2;
+ const float max_y = min_y + outline->bounds.size.height + (spread + blur_extra/2.0) * 2;
float texture_width, texture_height;
- int i;
RenderOp op;
graphene_matrix_t identity;
graphene_matrix_t prev_projection;
@@ -897,28 +898,22 @@ render_outset_shadow_node (GskGLRenderer *self,
/* offset_outline is the minimal outline we need to draw the given drop shadow,
* enlarged by the spread and offset by the blur radius. */
offset_outline = *outline;
+ /* Shrink our outline to the minimum size that can still hold all the border radii */
gsk_rounded_rect_shrink_to_minimum (&offset_outline);
+ /* Increase by the spread */
gsk_rounded_rect_shrink (&offset_outline, -spread, -spread, -spread, -spread);
+ /* No we need to incorporate the blur radius; since we blur an edge an equal blur_extra/2.0
+ * on both sides, the minimum side of both width and height needs to be blur_extra */
+ offset_outline.bounds.size.width = MAX (offset_outline.bounds.size.width, blur_extra);
+ offset_outline.bounds.size.height = MAX (offset_outline.bounds.size.height, blur_extra);
+ /* For the center part, we add a few pixels */
offset_outline.bounds.size.width += SHADOW_EXTRA_SIZE;
offset_outline.bounds.size.height += SHADOW_EXTRA_SIZE;
- offset_outline.bounds.origin.x = blur_radius;
- offset_outline.bounds.origin.y = blur_radius;
+ offset_outline.bounds.origin.x = blur_extra / 2.0f;
+ offset_outline.bounds.origin.y = blur_extra / 2.0f;
- texture_width = offset_outline.bounds.size.width + (blur_radius * 2);
- texture_height = offset_outline.bounds.size.height + (blur_radius * 2);
-
- /* TODO: Find out if this happens too often.
- * Is the condition used here really correct? */
- for (i = 0; i < 4; i ++)
- {
- if (offset_outline.corner[i].width > spread ||
- offset_outline.corner[i].height > spread)
- {
- /*g_warning ("'irregular' box shadow");*/
- render_fallback_node (self, node, builder, vertex_data);
- return;
- }
- }
+ texture_width = offset_outline.bounds.size.width + blur_extra;
+ texture_height = offset_outline.bounds.size.height + blur_extra;
texture_id = gsk_gl_driver_create_texture (self->gl_driver, texture_width, texture_height);
gsk_gl_driver_bind_source_texture (self->gl_driver, texture_id);
@@ -968,29 +963,42 @@ render_outset_shadow_node (GskGLRenderer *self,
if (blur_radius > 0)
{
ops_set_program (builder, &self->blur_program);
+ ops_set_clip (builder, &blit_clip);
+ ops_set_texture (builder, texture_id);
op.op = OP_CHANGE_BLUR;
+ op.blur.dir[0] = 1;
+ op.blur.dir[1] = 0;
op.blur.size.width = texture_width;
op.blur.size.height = texture_height;
op.blur.radius = blur_radius;
ops_add (builder, &op);
+
+ ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
+ { { 0, 0 }, { 0, 1 }, },
+ { { 0, texture_height }, { 0, 0 }, },
+ { { texture_width, 0 }, { 1, 1 }, },
+
+ { { texture_width, texture_height }, { 1, 0 }, },
+ { { 0, texture_height }, { 0, 0 }, },
+ { { texture_width, 0 }, { 1, 1 }, },
+ });
}
else
{
ops_set_program (builder, &self->blit_program);
+ ops_set_clip (builder, &blit_clip);
+ ops_set_texture (builder, texture_id);
+ ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
+ { { 0, 0 }, { 0, 1 }, },
+ { { 0, texture_height }, { 0, 0 }, },
+ { { texture_width, 0 }, { 1, 1 }, },
+
+ { { texture_width, texture_height }, { 1, 0 }, },
+ { { 0, texture_height }, { 0, 0 }, },
+ { { texture_width, 0 }, { 1, 1 }, },
+ });
}
- ops_set_clip (builder, &blit_clip);
- ops_set_texture (builder, texture_id);
- ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
- { { 0, 0 }, { 0, 0 }, },
- { { 0, texture_height }, { 0, 1 }, },
- { { texture_width, 0 }, { 1, 0 }, },
-
- { { texture_width, texture_height }, { 1, 1 }, },
- { { 0, texture_height }, { 0, 1 }, },
- { { texture_width, 0 }, { 1, 0 }, },
-
- });
ops_set_clip (builder, &prev_clip);
ops_set_viewport (builder, &prev_viewport);
@@ -1001,39 +1009,43 @@ render_outset_shadow_node (GskGLRenderer *self,
ops_set_program (builder, &self->outset_shadow_program);
ops_set_texture (builder, blurred_texture_id);
op.op = OP_CHANGE_OUTSET_SHADOW;
- rounded_rect_to_floats (self, builder,
- gsk_outset_shadow_node_peek_outline (node),
- op.outset_shadow.outline,
- op.outset_shadow.corner_widths,
- op.outset_shadow.corner_heights);
+ {
+ GskRoundedRect offset_outline = *outline;
+
+ graphene_matrix_transform_bounds (&builder->current_modelview, &outline->bounds, &offset_outline.bounds);
+
+ rounded_rect_to_floats (self, builder,
+ /*outline,*/
+ &offset_outline,
+ op.outset_shadow.outline,
+ op.outset_shadow.corner_widths,
+ op.outset_shadow.corner_heights);
+ }
ops_add (builder, &op);
/* We use the one outset shadow op from above to draw all 8 sides/corners. */
{
const GskRoundedRect *o = &offset_outline;
- const struct {
- float w;
- float h;
- } corners[4] = {
- { MAX (o->corner[0].width, spread) + blur_radius,
- MAX (o->corner[0].height, spread) + blur_radius },
- { MAX (o->corner[1].width, spread) + blur_radius,
- MAX (o->corner[1].height, spread) + blur_radius },
- { MAX (o->corner[2].width, spread) + blur_radius,
- MAX (o->corner[2].height, spread) + blur_radius },
- { MAX (o->corner[3].width, spread) + blur_radius,
- MAX (o->corner[3].height, spread) + blur_radius }
- };
- float x1 = min_x + dx;
- float x2 = x1 + corners[0].w - dx;
- float y1 = min_y + dy;
- float y2 = y1 + corners[0].h - dy;
- float tx1 = 0;
- float tx2 = ((corners[0].w - dx) / texture_width);
- float ty1 = 1 - ((corners[0].h - dy) / texture_height);
- float ty2 = 1;
+ float top_height = MAX (o->corner[0].height, o->corner[1].height);
+ float bottom_height = MAX (o->corner[2].height, o->corner[3].height);
+ float left_width = MAX (o->corner[0].width, o->corner[3].width);
+ float right_width = MAX (o->corner[1].width, o->corner[2].width);
+ float x1, x2, y1, y2, tx1, tx2, ty1, ty2;
+
+ top_height = MAX (top_height, blur_extra / 2.0f) + (blur_extra / 2.0f);
+ bottom_height = MAX (bottom_height, blur_extra / 2.0f) + (blur_extra / 2.0f);
+ left_width = MAX (left_width, blur_extra / 2.0f) + (blur_extra / 2.0f);
+ right_width = MAX (right_width, blur_extra / 2.0f) + (blur_extra / 2.0f);
/* Top left */
+ x1 = min_x + dx;
+ x2 = min_x + dx + left_width;
+ y1 = min_y + dy;
+ y2 = min_y + dy + top_height;
+ tx1 = 0;
+ tx2 = left_width / texture_width;
+ ty1 = 1 - (top_height / texture_height);
+ ty2 = 1;
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
@@ -1045,13 +1057,13 @@ render_outset_shadow_node (GskGLRenderer *self,
});
/* Top right */
- x1 = max_x - corners[1].w ;
- x2 = x1 + corners[1].w + dx;
+ x1 = max_x + dx - right_width;
+ x2 = max_x + dx;
y1 = min_y + dy;
- y2 = y1 + corners[1].h - dy;
- tx1 = 1 - ((corners[1].w + dx) / texture_width);
+ y2 = min_y + dy + top_height;
+ tx1 = 1 - (right_width / texture_width);
tx2 = 1;
- ty1 = 1 - ((corners[1].h - dy) / texture_height);
+ ty1 = 1 - (top_height / texture_height);
ty2 = 1;
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
@@ -1064,14 +1076,14 @@ render_outset_shadow_node (GskGLRenderer *self,
});
/* Bottom right */
- x1 = max_x - corners[2].w ;
- x2 = x1 + corners[2].w + dx;
- y1 = max_y - corners[2].h ;
- y2 = y1 + corners[2].h + dy;
- tx1 = 1 - ((corners[2].w + dx) / texture_width);
+ x1 = max_x + dx - right_width;
+ x2 = max_x + dx;
+ y1 = max_y + dy - bottom_height;
+ y2 = max_y + dy;
+ tx1 = 1 - (right_width / texture_width);
tx2 = 1;
ty1 = 0;
- ty2 = (corners[2].h + dy) / texture_height;
+ ty2 = (bottom_height / texture_height);
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
@@ -1084,13 +1096,13 @@ render_outset_shadow_node (GskGLRenderer *self,
/* Bottom left */
x1 = min_x + dx;
- x2 = x1 + corners[3].w - dx;
- y1 = max_y - corners[3].h ;
- y2 = y1 + corners[3].h + dy;
+ x2 = min_x + dx + left_width;
+ y1 = max_y + dy - bottom_height;
+ y2 = max_y + dy;
tx1 = 0;
- tx2 = (corners[3].w - dx) / texture_width;
+ tx2 = left_width / texture_width;
ty1 = 0;
- ty2 = (corners[3].h + dy) / texture_height;
+ ty2 = bottom_height / texture_height;
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
@@ -1103,13 +1115,13 @@ render_outset_shadow_node (GskGLRenderer *self,
/* Left side */
x1 = min_x + dx;
- x2 = x1 + corners[0].w - dx;
- y1 = min_y + corners[0].h;
- y2 = max_y - corners[3].h;
+ x2 = min_x + dx + left_width;
+ y1 = min_y + dy + top_height;
+ y2 = max_y + dy - bottom_height;
tx1 = 0;
- tx2 = (x2 - x1) / texture_width;
- ty1 = 1 - (corners[0].h / texture_height);
- ty2 = ty1 - (SHADOW_EXTRA_SIZE / texture_height);
+ tx2 = left_width / texture_width;
+ ty1 = 0.5f - SHADOW_EXTRA_SIZE / 2.0f / texture_height;
+ ty2 = ty1 + (SHADOW_EXTRA_SIZE / texture_height);
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
@@ -1121,14 +1133,14 @@ render_outset_shadow_node (GskGLRenderer *self,
});
/* Right side */
- x1 = max_x - spread - blur_radius;
+ x1 = max_x + dx - right_width;
x2 = max_x + dx;
- y1 = min_y + corners[0].h;
- y2 = max_y - corners[3].h;
- tx1 = 1 - ((x2 - x1) / texture_width);
+ y1 = min_y + dy + top_height;
+ y2 = max_y + dy - bottom_height;
+ tx1 = 1 - (right_width / texture_width);
tx2 = 1;
- ty1 = 1 - (corners[1].h) / texture_height;
- ty2 = ty1 - (SHADOW_EXTRA_SIZE / texture_height);
+ ty1 = 0.5f - SHADOW_EXTRA_SIZE / 2.0f / texture_height;
+ ty2 = ty1 + (SHADOW_EXTRA_SIZE / texture_height);
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
@@ -1140,33 +1152,52 @@ render_outset_shadow_node (GskGLRenderer *self,
});
/* Top side */
- x1 = min_x + corners[0].w;
- x2 = max_x - corners[1].w;
+ x1 = min_x + dx + left_width;
+ x2 = max_x + dx - right_width;
y1 = min_y + dy;
- y2 = y1 + spread + blur_radius - dy;
- tx1 = corners[1].w / texture_width;
+ y2 = min_y + dy + top_height;
+ tx1 = 0.5f - (SHADOW_EXTRA_SIZE / 2.0f / texture_width);
tx2 = tx1 + (SHADOW_EXTRA_SIZE / texture_width);
- ty1 = 1;
- ty2 = 1 - ((y2 - y1) / texture_height);
+ ty1 = 1 - (top_height / texture_height);
+ ty2 = 1;
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
- { { x1, y1 }, { tx1, ty1 }, },
- { { x1, y2 }, { tx1, ty2 }, },
- { { x2, y1 }, { tx2, ty1 }, },
+ { { x1, y1 }, { tx1, ty2 }, },
+ { { x1, y2 }, { tx1, ty1 }, },
+ { { x2, y1 }, { tx2, ty2 }, },
- { { x2, y2 }, { tx2, ty2 }, },
- { { x1, y2 }, { tx1, ty2 }, },
- { { x2, y1 }, { tx2, ty1 }, },
+ { { x2, y2 }, { tx2, ty1 }, },
+ { { x1, y2 }, { tx1, ty1 }, },
+ { { x2, y1 }, { tx2, ty2 }, },
});
/* Bottom side */
- x1 = min_x + corners[0].w;
- x2 = max_x - corners[1].w;
- y1 = max_y - corners[3].h ;
- y2 = y1 + corners[3].h + dy;
- tx1 = corners[3].w / texture_width;
+ x1 = min_x + dx + left_width;
+ x2 = max_x + dx - right_width;
+ y1 = max_y + dy - bottom_height;
+ y2 = max_y + dy;
+ tx1 = 0.5f - (SHADOW_EXTRA_SIZE / 2.0f / texture_width);
tx2 = tx1 + (SHADOW_EXTRA_SIZE / texture_width);
ty1 = 0;
- ty2 = (y2 - y1) / texture_height;
+ ty2 = bottom_height / texture_height;
+ ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
+ { { x1, y1 }, { tx1, ty2 }, },
+ { { x1, y2 }, { tx1, ty1 }, },
+ { { x2, y1 }, { tx2, ty2 }, },
+
+ { { x2, y2 }, { tx2, ty1 }, },
+ { { x1, y2 }, { tx1, ty1 }, },
+ { { x2, y1 }, { tx2, ty2 }, },
+ });
+
+ /* Middle */
+ x1 = min_x + dx + left_width;
+ x2 = max_x + dx - right_width;
+ y1 = min_y + dy + top_height;
+ y2 = max_y + dy - bottom_height;
+ tx1 = (texture_width - SHADOW_EXTRA_SIZE) / 2.0f / texture_width;
+ tx2 = (texture_width + SHADOW_EXTRA_SIZE) / 2.0f / texture_width;
+ ty1 = (texture_height - SHADOW_EXTRA_SIZE) / 2.0f / texture_height;
+ ty2 = (texture_height + SHADOW_EXTRA_SIZE) / 2.0f / texture_height;
ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
{ { x1, y1 }, { tx1, ty2 }, },
{ { x1, y2 }, { tx1, ty1 }, },
@@ -1176,6 +1207,7 @@ render_outset_shadow_node (GskGLRenderer *self,
{ { x1, y2 }, { tx1, ty1 }, },
{ { x2, y1 }, { tx2, ty2 }, },
});
+
}
ops_set_clip (builder, &prev_clip);
@@ -1550,6 +1582,7 @@ apply_blur_op (const Program *program,
OP_PRINT (" -> Blur");
glUniform1f (program->blur.blur_radius_location, op->blur.radius);
glUniform2f (program->blur.blur_size_location, op->blur.size.width, op->blur.size.height);
+ /*glUniform2f (program->blur.dir_location, op->blur.dir[0], op->blur.dir[1]);*/
}
static inline void
@@ -1583,7 +1616,8 @@ gsk_gl_renderer_create_buffers (GskGLRenderer *self,
if (self->has_buffers)
return;
- GSK_NOTE (OPENGL, g_print ("Creating buffers (w:%d, h:%d, scale:%d)\n", width, height, scale_factor));
+ /*GSK_NOTE (OPENGL, */
+ g_print ("Creating buffers (w:%d, h:%d, scale:%d)\n", width, height, scale_factor);//;);
if (self->texture_id == 0)
{
@@ -1739,6 +1773,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
/* blur */
INIT_PROGRAM_UNIFORM_LOCATION (blur, blur_radius);
INIT_PROGRAM_UNIFORM_LOCATION (blur, blur_size);
+ /*INIT_PROGRAM_UNIFORM_LOCATION (blur, dir);*/
/* inset shadow */
INIT_PROGRAM_UNIFORM_LOCATION (inset_shadow, color);
@@ -2268,8 +2303,8 @@ gsk_gl_renderer_render_ops (GskGLRenderer *self,
break;
case OP_CHANGE_COLOR:
- g_assert (program == &self->color_program || program == &self->coloring_program ||
- program == &self->shadow_program);
+ /*g_assert (program == &self->color_program || program == &self->coloring_program ||*/
+ /*program == &self->shadow_program);*/
apply_color_op (program, op);
break;
diff --git a/gsk/gl/gskglrenderopsprivate.h b/gsk/gl/gskglrenderopsprivate.h
index ff93d67..aaff53c 100644
--- a/gsk/gl/gskglrenderopsprivate.h
+++ b/gsk/gl/gskglrenderopsprivate.h
@@ -79,6 +79,7 @@ typedef struct
struct {
int blur_radius_location;
int blur_size_location;
+ int dir_location;
} blur;
struct {
int color_location;
@@ -138,6 +139,7 @@ typedef struct
struct {
float radius;
graphene_size_t size;
+ float dir[2];
} blur;
struct {
float outline[4];
diff --git a/gsk/resources/glsl/blur.fs.glsl b/gsk/resources/glsl/blur.fs.glsl
index 3ec7d9a..8cf1e28 100644
--- a/gsk/resources/glsl/blur.fs.glsl
+++ b/gsk/resources/glsl/blur.fs.glsl
@@ -1,42 +1,39 @@
+uniform float u_blur_radius = 40.0;
+uniform vec2 u_blur_size = vec2(393, 393);
-uniform float u_blur_radius = 4.0;
-uniform vec2 u_blur_size;
-
-const int samples_x = 15; // must be odd
-const int samples_y = 15; // must be odd
-
-const int half_samples_x = samples_x / 2;
-const int half_samples_y = samples_y / 2;
-
-float Gaussian (float sigma, float x)
-{
+float Gaussian (float sigma, float x) {
return exp ( - (x * x) / (2.0 * sigma * sigma));
}
-vec4 blur_pixel (in vec2 uv)
-{
+vec4 blur_pixel (in vec2 uv) {
float total = 0.0;
vec4 ret = vec4 (0);
float pixel_size_x = (1.0 / u_blur_size.x);
float pixel_size_y = (1.0 / u_blur_size.y);
- for (int y = 0; y < samples_y; ++y)
- {
- float fy = Gaussian (u_blur_radius, float(y) - float(half_samples_x));
- float offset_y = float(y - half_samples_y) * pixel_size_y;
- for (int x = 0; x < samples_x; ++x)
- {
- float fx = Gaussian (u_blur_radius, float(x) - float(half_samples_x));
- float offset_x = float(x - half_samples_x) * pixel_size_x;
- total += fx * fy;
- ret += Texture(u_source, uv + vec2(offset_x, offset_y)) * fx * fy;
- }
+ // XXX The magic value here is GAUSSIAN_SCALE_FACTOR from gskcairoblur.c
+ float radius = u_blur_radius * 2.30348;
+
+ int half_radius = int(radius / 2.0);
+
+ for (int y = -half_radius; y < half_radius; y ++) {
+ float fy = Gaussian (radius / 2.0, float(y));
+ float offset_y = y * pixel_size_x;
+
+ for (int x = -half_radius; x < half_radius; x ++) {
+ float fx = Gaussian (radius / 2.0, float(x));
+ float offset_x = x * pixel_size_x;
+
+ vec4 c = Texture(u_source, uv + vec2(offset_x, offset_y));
+ total += fx * fy;
+ ret += c * fx * fy;
}
+ }
+
return ret / total;
}
-void main()
-{
- /*color = clip (inPos, blur_pixel (inTexCoord));*/
- setOutputColor(blur_pixel(vUv));
+void main() {
+ vec4 color = blur_pixel(vUv);
+ setOutputColor(color);
}
diff --git a/gsk/resources/glsl/outset_shadow.fs.glsl b/gsk/resources/glsl/outset_shadow.fs.glsl
index 997891c..fcd1c42 100644
--- a/gsk/resources/glsl/outset_shadow.fs.glsl
+++ b/gsk/resources/glsl/outset_shadow.fs.glsl
@@ -15,6 +15,6 @@ void main() {
RoundedRect outline = RoundedRect(vec4(u_outline.xy, u_outline.xy + u_outline.zw), u_corner_widths,
u_corner_heights);
vec4 color = Texture(u_source, vUv);
- color *= (1 - clamp(rounded_rect_coverage (outline, f.xy), 0, 1));
- setOutputColor(color);
+ color = color * (1 - clamp(rounded_rect_coverage (outline, f.xy), 0, 1));
+ setOutputColor(color * u_alpha);
}
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