[gtk/wip/baedert/for-master: 736/748] gl renderer: Move rect transformation to the vertex shader
- From: Timm Bäder <baedert src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gtk/wip/baedert/for-master: 736/748] gl renderer: Move rect transformation to the vertex shader
- Date: Fri, 24 Jan 2020 05:21:10 +0000 (UTC)
commit 685288216f8c23751a6b156921a5d6daf43d46eb
Author: Timm Bäder <mail baedert org>
Date: Sun Jan 19 20:08:23 2020 +0100
gl renderer: Move rect transformation to the vertex shader
No need to do this for every fragment.
gsk/gl/gskglrenderer.c | 1 +
gsk/gl/gskglshaderbuilder.c | 12 +++-
gsk/gl/gskglshaderbuilderprivate.h | 2 +
gsk/meson.build | 1 +
gsk/resources/glsl/border.glsl | 28 +++++----
gsk/resources/glsl/inset_shadow.glsl | 34 ++++++-----
gsk/resources/glsl/outset_shadow.glsl | 14 +++--
gsk/resources/glsl/preamble.fs.glsl | 80 +++----------------------
gsk/resources/glsl/preamble.glsl | 37 ++++++++++++
gsk/resources/glsl/preamble.vs.glsl | 66 ++++++++++++++++----
gsk/resources/glsl/unblurred_outset_shadow.glsl | 36 ++++++-----
11 files changed, 181 insertions(+), 130 deletions(-)
---
diff --git a/gsk/gl/gskglrenderer.c b/gsk/gl/gskglrenderer.c
index 1dd08f88e7..2200ef54bd 100644
--- a/gsk/gl/gskglrenderer.c
+++ b/gsk/gl/gskglrenderer.c
@@ -2565,6 +2565,7 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self,
gboolean success = TRUE;
gsk_gl_shader_builder_init (&shader_builder,
+ "/org/gtk/libgsk/glsl/preamble.glsl",
"/org/gtk/libgsk/glsl/preamble.vs.glsl",
"/org/gtk/libgsk/glsl/preamble.fs.glsl");
diff --git a/gsk/gl/gskglshaderbuilder.c b/gsk/gl/gskglshaderbuilder.c
index f28bf127f7..a133527784 100644
--- a/gsk/gl/gskglshaderbuilder.c
+++ b/gsk/gl/gskglshaderbuilder.c
@@ -9,14 +9,17 @@
void
gsk_gl_shader_builder_init (GskGLShaderBuilder *self,
+ const char *common_preamble_resource_path,
const char *vs_preamble_resource_path,
const char *fs_preamble_resource_path)
{
memset (self, 0, sizeof (*self));
+ self->preamble = g_resources_lookup_data (common_preamble_resource_path, 0, NULL);
self->vs_preamble = g_resources_lookup_data (vs_preamble_resource_path, 0, NULL);
self->fs_preamble = g_resources_lookup_data (fs_preamble_resource_path, 0, NULL);
+ g_assert (self->preamble);
g_assert (self->vs_preamble);
g_assert (self->fs_preamble);
}
@@ -24,6 +27,7 @@ gsk_gl_shader_builder_init (GskGLShaderBuilder *self,
void
gsk_gl_shader_builder_finish (GskGLShaderBuilder *self)
{
+ g_bytes_unref (self->preamble);
g_bytes_unref (self->vs_preamble);
g_bytes_unref (self->fs_preamble);
}
@@ -102,13 +106,14 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
"#version %d\n", self->version);
vertex_id = glCreateShader (GL_VERTEX_SHADER);
- glShaderSource (vertex_id, 7,
+ glShaderSource (vertex_id, 8,
(const char *[]) {
version_buffer,
self->debugging ? "#define GSK_DEBUG 1\n" : "",
self->legacy ? "#define GSK_LEGACY 1\n" : "",
self->gl3 ? "#define GSK_GL3 1\n" : "",
self->gles ? "#define GSK_GLES 1\n" : "",
+ g_bytes_get_data (self->preamble, NULL),
g_bytes_get_data (self->vs_preamble, NULL),
vertex_shader_start
},
@@ -119,6 +124,7 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
-1,
-1,
-1,
+ -1,
fragment_shader_start - vertex_shader_start
});
glCompileShader (vertex_id);
@@ -130,13 +136,14 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
}
fragment_id = glCreateShader (GL_FRAGMENT_SHADER);
- glShaderSource (fragment_id, 7,
+ glShaderSource (fragment_id, 8,
(const char *[]) {
version_buffer,
self->debugging ? "#define GSK_DEBUG 1\n" : "",
self->legacy ? "#define GSK_LEGACY 1\n" : "",
self->gl3 ? "#define GSK_GL3 1\n" : "",
self->gles ? "#define GSK_GLES 1\n" : "",
+ g_bytes_get_data (self->preamble, NULL),
g_bytes_get_data (self->fs_preamble, NULL),
fragment_shader_start
},
@@ -148,6 +155,7 @@ gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
-1,
-1,
-1,
+ -1,
});
glCompileShader (fragment_id);
diff --git a/gsk/gl/gskglshaderbuilderprivate.h b/gsk/gl/gskglshaderbuilderprivate.h
index 209fa5ff91..ec9cd66845 100644
--- a/gsk/gl/gskglshaderbuilderprivate.h
+++ b/gsk/gl/gskglshaderbuilderprivate.h
@@ -8,6 +8,7 @@ G_BEGIN_DECLS
typedef struct
{
+ GBytes *preamble;
GBytes *vs_preamble;
GBytes *fs_preamble;
@@ -22,6 +23,7 @@ typedef struct
void gsk_gl_shader_builder_init (GskGLShaderBuilder *self,
+ const char *common_preamble_resource_path,
const char *vs_preamble_resource_path,
const char *fs_preamble_resource_path);
void gsk_gl_shader_builder_finish (GskGLShaderBuilder *self);
diff --git a/gsk/meson.build b/gsk/meson.build
index 6dd4925155..8aeae9e7e8 100644
--- a/gsk/meson.build
+++ b/gsk/meson.build
@@ -1,4 +1,5 @@
gsk_private_gl_shaders = [
+ 'resources/glsl/preamble.glsl',
'resources/glsl/preamble.fs.glsl',
'resources/glsl/preamble.vs.glsl',
'resources/glsl/border.glsl',
diff --git a/gsk/resources/glsl/border.glsl b/gsk/resources/glsl/border.glsl
index 505c850217..812d365431 100644
--- a/gsk/resources/glsl/border.glsl
+++ b/gsk/resources/glsl/border.glsl
@@ -1,7 +1,11 @@
// VERTEX_SHADER:
uniform vec4 u_color;
+uniform vec4 u_widths;
+uniform vec4[3] u_outline_rect;
_OUT_ vec4 final_color;
+_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
@@ -9,28 +13,32 @@ void main() {
final_color = u_color;
final_color.rgb *= final_color.a; // pre-multiply
final_color *= u_alpha;
+
+ RoundedRect outside = create_rect(u_outline_rect);
+ RoundedRect inside = rounded_rect_shrink (outside, u_widths);
+
+ rounded_rect_transform(outside, u_modelview);
+ rounded_rect_transform(inside, u_modelview);
+
+ rounded_rect_encode(outside, transformed_outside_outline);
+ rounded_rect_encode(inside, transformed_inside_outline);
}
// FRAGMENT_SHADER:
-uniform vec4 u_widths;
uniform vec4[3] u_outline_rect;
_IN_ vec4 final_color;
+_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
void main() {
vec4 f = gl_FragCoord;
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, u_widths);
-
- rounded_rect_transform(outside, u_modelview);
- rounded_rect_transform(inside, u_modelview);
-
- float alpha = clamp (rounded_rect_coverage (outside, f.xy) -
- rounded_rect_coverage (inside, f.xy),
- 0.0, 1.0);
+ float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), f.xy) -
+ rounded_rect_coverage(decode_rect(transformed_inside_outline), f.xy),
+ 0.0, 1.0);
setOutputColor(final_color * alpha);
}
diff --git a/gsk/resources/glsl/inset_shadow.glsl b/gsk/resources/glsl/inset_shadow.glsl
index 087798abaf..b3ba05a41f 100644
--- a/gsk/resources/glsl/inset_shadow.glsl
+++ b/gsk/resources/glsl/inset_shadow.glsl
@@ -1,7 +1,12 @@
// VERTEX_SHADER:
uniform vec4 u_color;
+uniform float u_spread;
+uniform vec2 u_offset;
+uniform vec4[3] u_outline_rect;
_OUT_ vec4 final_color;
+_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
@@ -9,14 +14,23 @@ void main() {
final_color = u_color;
final_color.rgb *= final_color.a;
final_color *= u_alpha;
+
+ RoundedRect outside = create_rect(u_outline_rect);
+ RoundedRect inside = rounded_rect_shrink(outside, vec4(u_spread));
+
+ rounded_rect_offset(inside, u_offset);
+
+ rounded_rect_transform(outside, u_modelview);
+ rounded_rect_transform(inside, u_modelview);
+
+ rounded_rect_encode(outside, transformed_outside_outline);
+ rounded_rect_encode(inside, transformed_inside_outline);
}
// FRAGMENT_SHADER:
-uniform float u_spread;
-uniform vec2 u_offset;
-uniform vec4[3] u_outline_rect;
-
_IN_ vec4 final_color;
+_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
void main() {
vec4 f = gl_FragCoord;
@@ -24,16 +38,8 @@ void main() {
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));
-
- rounded_rect_offset(inside, u_offset);
-
- rounded_rect_transform(outside, u_modelview);
- rounded_rect_transform(inside, u_modelview);
-
- float alpha = clamp (rounded_rect_coverage (outside, f.xy) -
- rounded_rect_coverage (inside, f.xy),
+ float alpha = clamp (rounded_rect_coverage(decode_rect(transformed_outside_outline), f.xy) -
+ rounded_rect_coverage(decode_rect(transformed_inside_outline), f.xy),
0.0, 1.0);
setOutputColor(final_color * alpha);
diff --git a/gsk/resources/glsl/outset_shadow.glsl b/gsk/resources/glsl/outset_shadow.glsl
index ada444d612..4111ddcea8 100644
--- a/gsk/resources/glsl/outset_shadow.glsl
+++ b/gsk/resources/glsl/outset_shadow.glsl
@@ -1,7 +1,9 @@
// VERTEX_SHADER:
uniform vec4 u_color;
+uniform vec4[3] u_outline_rect;
_OUT_ vec4 final_color;
+_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outline;
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
@@ -12,12 +14,15 @@ void main() {
// pre-multiply
final_color.rgb *= final_color.a;
final_color *= u_alpha;
+
+ RoundedRect outline = create_rect(u_outline_rect);
+ rounded_rect_transform(outline, u_modelview);
+ rounded_rect_encode(outline, transformed_outline);
}
// FRAGMENT_SHADER:
-uniform vec4[3] u_outline_rect;
-
_IN_ vec4 final_color;
+_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outline;
void main() {
vec4 f = gl_FragCoord;
@@ -25,11 +30,8 @@ void main() {
f.x += u_viewport.x;
f.y = (u_viewport.y + u_viewport.w) - f.y;
- RoundedRect outline = create_rect(u_outline_rect);
- rounded_rect_transform(outline, u_modelview);
-
float alpha = Texture(u_source, vUv).a;
- alpha *= (1.0 - clamp(rounded_rect_coverage(outline, f.xy), 0.0, 1.0));
+ alpha *= (1.0 - clamp(rounded_rect_coverage(decode_rect(transformed_outline), f.xy), 0.0, 1.0));
vec4 color = final_color * alpha;
diff --git a/gsk/resources/glsl/preamble.fs.glsl b/gsk/resources/glsl/preamble.fs.glsl
index 056a4a27b7..b5c958ebf1 100644
--- a/gsk/resources/glsl/preamble.fs.glsl
+++ b/gsk/resources/glsl/preamble.fs.glsl
@@ -1,11 +1,3 @@
-#ifdef GSK_GL3
-precision highp float;
-#endif
-
-#ifdef GSK_GLES
-precision highp float;
-#endif
-
uniform sampler2D u_source;
uniform mat4 u_projection;
uniform mat4 u_modelview;
@@ -14,42 +6,23 @@ uniform vec4 u_viewport;
uniform vec4[3] u_clip_rect;
#if GSK_GLES
-#define _OUT_ varying
-#define _IN_ varying
#elif GSK_LEGACY
-#define _OUT_ varying
-#define _IN_ varying
_OUT_ vec4 outputColor;
#else
-#define _OUT_ out
-#define _IN_ in
_OUT_ vec4 outputColor;
#endif
+
_IN_ vec2 vUv;
-struct RoundedRect
-{
- vec4 bounds;
- // Look, arrays can't be in structs if you want to return the struct
- // from a function in gles or whatever. Just kill me.
- vec4 corner_points1; // xy = top left, zw = top right
- vec4 corner_points2; // xy = bottom right, zw = bottom left
-};
-
-// Transform from a GskRoundedRect to a RoundedRect as we need it.
-RoundedRect
-create_rect(vec4[3] data)
+RoundedRect decode_rect(_ROUNDED_RECT_UNIFORM_ r)
{
- vec4 bounds = vec4(data[0].xy, data[0].xy + data[0].zw);
-
- vec4 corner_points1 = vec4(bounds.xy + data[1].xy,
- bounds.zy + vec2(data[1].zw * vec2(-1, 1)));
- vec4 corner_points2 = vec4(bounds.zw + (data[2].xy * vec2(-1, -1)),
- bounds.xw + vec2(data[2].zw * vec2(1, -1)));
-
- return RoundedRect(bounds, corner_points1, corner_points2);
+#if defined(GSK_GLES) || defined(GSK_LEGACY)
+ return RoundedRect(r[0], r[1], r[2]);
+#else
+ return r;
+#endif
}
float
@@ -103,45 +76,6 @@ rounded_rect_coverage (RoundedRect r, vec2 p)
return 1.0 - dot(vec4(is_out), corner_coverages);
}
-// amount is: top, right, bottom, left
-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_corner_points1 = r.corner_points1;
- vec4 new_corner_points2 = r.corner_points2;
-
- if (r.corner_points1.xy == r.bounds.xy) new_corner_points1.xy = new_bounds.xy;
- if (r.corner_points1.zw == r.bounds.zy) new_corner_points1.zw = new_bounds.zy;
- if (r.corner_points2.xy == r.bounds.zw) new_corner_points2.xy = new_bounds.zw;
- if (r.corner_points2.zw == r.bounds.xw) new_corner_points2.zw = new_bounds.xw;
-
- return RoundedRect (new_bounds, new_corner_points1, new_corner_points2);
-}
-
-void
-rounded_rect_offset(inout RoundedRect r, vec2 offset)
-{
- r.bounds.xy += offset;
- r.bounds.zw += offset;
- r.corner_points1.xy += offset;
- r.corner_points1.zw += offset;
- r.corner_points2.xy += offset;
- r.corner_points2.zw += offset;
-}
-
-void rounded_rect_transform(inout RoundedRect r, mat4 mat)
-{
- r.bounds.xy = (mat * vec4(r.bounds.xy, 0.0, 1.0)).xy;
- r.bounds.zw = (mat * vec4(r.bounds.zw, 0.0, 1.0)).xy;
-
- r.corner_points1.xy = (mat * vec4(r.corner_points1.xy, 0.0, 1.0)).xy;
- r.corner_points1.zw = (mat * vec4(r.corner_points1.zw, 0.0, 1.0)).xy;
-
- r.corner_points2.xy = (mat * vec4(r.corner_points2.xy, 0.0, 1.0)).xy;
- r.corner_points2.zw = (mat * vec4(r.corner_points2.zw, 0.0, 1.0)).xy;
-}
-
vec4 Texture(sampler2D sampler, vec2 texCoords) {
#if GSK_GLES
return texture2D(sampler, texCoords);
diff --git a/gsk/resources/glsl/preamble.glsl b/gsk/resources/glsl/preamble.glsl
new file mode 100644
index 0000000000..9dd711cbd2
--- /dev/null
+++ b/gsk/resources/glsl/preamble.glsl
@@ -0,0 +1,37 @@
+#ifndef GSK_LEGACY
+precision highp float;
+#endif
+
+#if defined(GSK_GLES) || defined(GSK_LEGACY)
+#define _OUT_ varying
+#define _IN_ varying
+#define _ROUNDED_RECT_UNIFORM_ vec4[3]
+#else
+#define _OUT_ out
+#define _IN_ in
+#define _ROUNDED_RECT_UNIFORM_ RoundedRect
+#endif
+
+
+struct RoundedRect
+{
+ vec4 bounds;
+ // Look, arrays can't be in structs if you want to return the struct
+ // from a function in gles or whatever. Just kill me.
+ vec4 corner_points1; // xy = top left, zw = top right
+ vec4 corner_points2; // xy = bottom right, zw = bottom left
+};
+
+// Transform from a GskRoundedRect to a RoundedRect as we need it.
+RoundedRect
+create_rect(vec4[3] data)
+{
+ vec4 bounds = vec4(data[0].xy, data[0].xy + data[0].zw);
+
+ vec4 corner_points1 = vec4(bounds.xy + data[1].xy,
+ bounds.zy + vec2(data[1].zw * vec2(-1, 1)));
+ vec4 corner_points2 = vec4(bounds.zw + (data[2].xy * vec2(-1, -1)),
+ bounds.xw + vec2(data[2].zw * vec2(1, -1)));
+
+ return RoundedRect(bounds, corner_points1, corner_points2);
+}
diff --git a/gsk/resources/glsl/preamble.vs.glsl b/gsk/resources/glsl/preamble.vs.glsl
index 94c4f276a4..1dc4a5e7bf 100644
--- a/gsk/resources/glsl/preamble.vs.glsl
+++ b/gsk/resources/glsl/preamble.vs.glsl
@@ -2,26 +2,72 @@ uniform mat4 u_projection;
uniform mat4 u_modelview;
uniform float u_alpha;
-#ifdef GSK_GLES
-precision highp float;
-#endif
-
#if GSK_GLES
-#define _OUT_ varying
-#define _IN_ varying
attribute vec2 aPosition;
attribute vec2 aUv;
_OUT_ vec2 vUv;
#elif GSK_LEGACY
-#define _OUT_ varying
-#define _IN_ varying
attribute vec2 aPosition;
attribute vec2 aUv;
_OUT_ vec2 vUv;
#else
-#define _OUT_ out
-#define _IN_ in
_IN_ vec2 aPosition;
_IN_ vec2 aUv;
_OUT_ vec2 vUv;
#endif
+
+// amount is: top, right, bottom, left
+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_corner_points1 = r.corner_points1;
+ vec4 new_corner_points2 = r.corner_points2;
+
+ if (r.corner_points1.xy == r.bounds.xy) new_corner_points1.xy = new_bounds.xy;
+ if (r.corner_points1.zw == r.bounds.zy) new_corner_points1.zw = new_bounds.zy;
+ if (r.corner_points2.xy == r.bounds.zw) new_corner_points2.xy = new_bounds.zw;
+ if (r.corner_points2.zw == r.bounds.xw) new_corner_points2.zw = new_bounds.xw;
+
+ return RoundedRect (new_bounds, new_corner_points1, new_corner_points2);
+}
+
+void
+rounded_rect_offset(inout RoundedRect r, vec2 offset)
+{
+ r.bounds.xy += offset;
+ r.bounds.zw += offset;
+ r.corner_points1.xy += offset;
+ r.corner_points1.zw += offset;
+ r.corner_points2.xy += offset;
+ r.corner_points2.zw += offset;
+}
+
+void rounded_rect_transform(inout RoundedRect r, mat4 mat)
+{
+ r.bounds.xy = (mat * vec4(r.bounds.xy, 0.0, 1.0)).xy;
+ r.bounds.zw = (mat * vec4(r.bounds.zw, 0.0, 1.0)).xy;
+
+ r.corner_points1.xy = (mat * vec4(r.corner_points1.xy, 0.0, 1.0)).xy;
+ r.corner_points1.zw = (mat * vec4(r.corner_points1.zw, 0.0, 1.0)).xy;
+
+ r.corner_points2.xy = (mat * vec4(r.corner_points2.xy, 0.0, 1.0)).xy;
+ r.corner_points2.zw = (mat * vec4(r.corner_points2.zw, 0.0, 1.0)).xy;
+}
+
+#if defined(GSK_LEGACY)
+// Can't have out or inout array parameters...
+#define rounded_rect_encode(r, uni) uni[0] = r.bounds; uni[1] = r.corner_points1; uni[2] = r.corner_points2;
+#else
+void rounded_rect_encode(RoundedRect r, out _ROUNDED_RECT_UNIFORM_ out_r)
+{
+#if defined(GSK_GLES)
+ out_r[0] = r.bounds;
+ out_r[1] = r.corner_points1;
+ out_r[2] = r.corner_points2;
+#else
+ out_r = r;
+#endif
+}
+
+#endif
diff --git a/gsk/resources/glsl/unblurred_outset_shadow.glsl b/gsk/resources/glsl/unblurred_outset_shadow.glsl
index c5190d392e..77c02be8e1 100644
--- a/gsk/resources/glsl/unblurred_outset_shadow.glsl
+++ b/gsk/resources/glsl/unblurred_outset_shadow.glsl
@@ -1,7 +1,12 @@
// VERTEX_SHADER:
uniform vec4 u_color;
+uniform float u_spread;
+uniform vec2 u_offset;
+uniform vec4[3] u_outline_rect;
_OUT_ vec4 final_color;
+_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
@@ -9,14 +14,23 @@ void main() {
final_color = u_color;
final_color.rgb *= final_color.a;
final_color *= u_alpha;
+
+ RoundedRect inside = create_rect(u_outline_rect);
+ RoundedRect outside = rounded_rect_shrink(inside, vec4(- u_spread));
+
+ rounded_rect_offset(outside, u_offset);
+
+ rounded_rect_transform(outside, u_modelview);
+ rounded_rect_transform(inside, u_modelview);
+
+ rounded_rect_encode(outside, transformed_outside_outline);
+ rounded_rect_encode(inside, transformed_inside_outline);
}
// FRAGMENT_SHADER:
-uniform float u_spread;
-uniform vec2 u_offset;
-uniform vec4[3] u_outline_rect;
-
_IN_ vec4 final_color;
+_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
void main() {
vec4 f = gl_FragCoord;
@@ -24,17 +38,9 @@ void main() {
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));
-
- rounded_rect_offset(outside, u_offset);
-
- rounded_rect_transform(outside, u_modelview);
- rounded_rect_transform(inside, u_modelview);
-
- float alpha = clamp (rounded_rect_coverage (outside, f.xy) -
- rounded_rect_coverage (inside, f.xy),
- 0.0, 1.0);
+ float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), f.xy) -
+ rounded_rect_coverage(decode_rect(transformed_inside_outline), f.xy),
+ 0.0, 1.0);
setOutputColor(final_color * alpha);
}
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