[gtk] gl renderer: Move more work to the vertex shaders
- From: Timm Bäder <baedert src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gtk] gl renderer: Move more work to the vertex shaders
- Date: Tue, 7 Jan 2020 16:38:43 +0000 (UTC)
commit b8aa51d5220e44b38c507852f7a415998611c37e
Author: Timm Bäder <mail baedert org>
Date: Tue Dec 17 16:46:05 2019 +0100
gl renderer: Move more work to the vertex shaders
gsk/resources/glsl/inset_shadow.glsl | 21 +++++++++++++++------
gsk/resources/glsl/unblurred_outset_shadow.glsl | 23 +++++++++++++++--------
2 files changed, 30 insertions(+), 14 deletions(-)
---
diff --git a/gsk/resources/glsl/inset_shadow.glsl b/gsk/resources/glsl/inset_shadow.glsl
index 1549800363..425b140391 100644
--- a/gsk/resources/glsl/inset_shadow.glsl
+++ b/gsk/resources/glsl/inset_shadow.glsl
@@ -1,25 +1,34 @@
// 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;
+ final_color.rgb *= final_color.a;
+ final_color *= u_alpha;
}
// FRAGMENT_SHADER:
uniform float u_spread;
-uniform vec4 u_color;
uniform vec2 u_offset;
uniform vec4[3] u_outline_rect;
+_IN_ vec4 final_color;
+
void main() {
vec4 f = gl_FragCoord;
+ vec4 color;
f.x += u_viewport.x;
f.y = (u_viewport.y + u_viewport.w) - f.y;
RoundedRect outside = create_rect(u_outline_rect);
RoundedRect inside = rounded_rect_shrink(outside, vec4(u_spread));
- vec4 color = vec4(u_color.rgb * u_color.a, u_color.a);
- color = color * clamp (rounded_rect_coverage (outside, f.xy) -
- rounded_rect_coverage (inside, f.xy - u_offset),
- 0.0, 1.0);
- setOutputColor(color * u_alpha);
+ color = final_color * clamp (rounded_rect_coverage (outside, f.xy) -
+ rounded_rect_coverage (inside, f.xy - u_offset),
+ 0.0, 1.0);
+ setOutputColor(color);
}
diff --git a/gsk/resources/glsl/unblurred_outset_shadow.glsl b/gsk/resources/glsl/unblurred_outset_shadow.glsl
index 27606f1476..f48288d05c 100644
--- a/gsk/resources/glsl/unblurred_outset_shadow.glsl
+++ b/gsk/resources/glsl/unblurred_outset_shadow.glsl
@@ -1,27 +1,34 @@
// 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;
+ final_color.rgb *= final_color.a;
+ final_color *= u_alpha;
}
// FRAGMENT_SHADER:
uniform float u_spread;
-uniform vec4 u_color;
uniform vec2 u_offset;
uniform vec4[3] u_outline_rect;
+_IN_ vec4 final_color;
+
void main() {
vec4 f = gl_FragCoord;
+ vec4 color;
f.x += u_viewport.x;
f.y = (u_viewport.y + u_viewport.w) - f.y;
-
RoundedRect inside = create_rect(u_outline_rect);
RoundedRect outside = rounded_rect_shrink(inside, vec4(- u_spread));
-
- vec4 color = vec4(u_color.rgb * u_color.a, u_color.a);
- color = color * clamp (rounded_rect_coverage (outside, f.xy - u_offset) -
- rounded_rect_coverage (inside, f.xy),
- 0.0, 1.0);
- setOutputColor(color * u_alpha);
+ color = final_color * clamp (rounded_rect_coverage (outside, f.xy - u_offset) -
+ rounded_rect_coverage (inside, f.xy),
+ 0.0, 1.0);
+ setOutputColor(color);
}
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