[gtk/wip/baedert/gl-rework: 22/41] gl renderer: Compute final color in vertex shader
- From: Timm Bäder <baedert src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gtk/wip/baedert/gl-rework: 22/41] gl renderer: Compute final color in vertex shader
- Date: Fri, 20 Dec 2019 09:54:30 +0000 (UTC)
commit 584f47180e39280ccea75164a3c3b54855837000
Author: Timm Bäder <mail baedert org>
Date: Tue Dec 17 15:55:24 2019 +0100
gl renderer: Compute final color in vertex shader
This is a very often used shader. No need to to do this for every
fragment.
gsk/resources/glsl/color.glsl | 17 +++++++++++------
gsk/resources/glsl/preamble.vs.glsl | 1 +
2 files changed, 12 insertions(+), 6 deletions(-)
---
diff --git a/gsk/resources/glsl/color.glsl b/gsk/resources/glsl/color.glsl
index dcd65100a3..c80f501ac0 100644
--- a/gsk/resources/glsl/color.glsl
+++ b/gsk/resources/glsl/color.glsl
@@ -1,16 +1,21 @@
// VERTEX_SHADER:
+uniform vec4 u_color;
+
+_OUT_ vec4 final_color;
+
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
+
+ final_color = u_color;
+ // Pre-multiply alpha
+ final_color.rgb *= final_color.a;
+ final_color *= u_alpha;
}
// FRAGMENT_SHADER:
-uniform vec4 u_color;
+_IN_ vec4 final_color;
void main() {
- vec4 color = u_color;
-
- // Pre-multiply alpha
- color.rgb *= color.a;
- setOutputColor(color * u_alpha);
+ setOutputColor(final_color);
}
diff --git a/gsk/resources/glsl/preamble.vs.glsl b/gsk/resources/glsl/preamble.vs.glsl
index 6b18bb7ce2..887482fee7 100644
--- a/gsk/resources/glsl/preamble.vs.glsl
+++ b/gsk/resources/glsl/preamble.vs.glsl
@@ -1,5 +1,6 @@
uniform mat4 u_projection;
uniform mat4 u_modelview;
+uniform float u_alpha;
#if GSK_GLES
#define _OUT_ varying
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