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authorAlexander Larsson <alexl@redhat.com>2020-09-18 11:35:29 +0200
committerAlexander Larsson <alexl@redhat.com>2020-09-29 09:51:16 +0200
commitbacb3affb34cef7f29152849feddaffaa06433a7 (patch)
tree83af68a1fd9e52746a4e7f109e3ee05f0248e4d5
parent9460d0131f3ce4c647d455a1633f25c65c850fc9 (diff)
downloadgtk+-bacb3affb34cef7f29152849feddaffaa06433a7.tar.gz
gl: Add some namespacing to the preamble symbols
This adds a gsk prefix to the stuff in the preamble, as we want to avoid it conflicting with things in the main shader. Especially once we start allow some customization of shaders.
-rw-r--r--gsk/resources/glsl/blend.glsl6
-rw-r--r--gsk/resources/glsl/blit.glsl4
-rw-r--r--gsk/resources/glsl/blur.glsl8
-rw-r--r--gsk/resources/glsl/border.glsl30
-rw-r--r--gsk/resources/glsl/color.glsl4
-rw-r--r--gsk/resources/glsl/color_matrix.glsl4
-rw-r--r--gsk/resources/glsl/coloring.glsl6
-rw-r--r--gsk/resources/glsl/cross_fade.glsl6
-rw-r--r--gsk/resources/glsl/inset_shadow.glsl30
-rw-r--r--gsk/resources/glsl/linear_gradient.glsl12
-rw-r--r--gsk/resources/glsl/outset_shadow.glsl20
-rw-r--r--gsk/resources/glsl/preamble.fs.glsl32
-rw-r--r--gsk/resources/glsl/preamble.glsl16
-rw-r--r--gsk/resources/glsl/preamble.vs.glsl14
-rw-r--r--gsk/resources/glsl/radial_gradient.glsl16
-rw-r--r--gsk/resources/glsl/repeat.glsl4
-rw-r--r--gsk/resources/glsl/unblurred_outset_shadow.glsl30
17 files changed, 121 insertions, 121 deletions
diff --git a/gsk/resources/glsl/blend.glsl b/gsk/resources/glsl/blend.glsl
index f1e0c49b5e..22323402ac 100644
--- a/gsk/resources/glsl/blend.glsl
+++ b/gsk/resources/glsl/blend.glsl
@@ -267,8 +267,8 @@ luminosity (vec4 Cs, vec4 Cb)
}
void main() {
- vec4 bottom_color = Texture(u_source, vUv);
- vec4 top_color = Texture(u_source2, vUv);
+ vec4 bottom_color = GskTexture(u_source, vUv);
+ vec4 top_color = GskTexture(u_source2, vUv);
vec4 result;
if (u_mode == 0)
@@ -306,5 +306,5 @@ void main() {
else
discard;
- setOutputColor(result * u_alpha);
+ gskSetOutputColor(result * u_alpha);
}
diff --git a/gsk/resources/glsl/blit.glsl b/gsk/resources/glsl/blit.glsl
index 0f9fe10067..f01cd238ec 100644
--- a/gsk/resources/glsl/blit.glsl
+++ b/gsk/resources/glsl/blit.glsl
@@ -7,7 +7,7 @@ void main() {
// FRAGMENT_SHADER:
void main() {
- vec4 diffuse = Texture(u_source, vUv);
+ vec4 diffuse = GskTexture(u_source, vUv);
- setOutputColor(diffuse * u_alpha);
+ gskSetOutputColor(diffuse * u_alpha);
}
diff --git a/gsk/resources/glsl/blur.glsl b/gsk/resources/glsl/blur.glsl
index 13bf588b0e..7cccad2af1 100644
--- a/gsk/resources/glsl/blur.glsl
+++ b/gsk/resources/glsl/blur.glsl
@@ -39,14 +39,14 @@ void main() {
vec3 incrementalGaussian = initial_gaussian;
float coefficientSum = 0.0;
- vec4 sum = Texture(u_source, vUv) * incrementalGaussian.x;
+ vec4 sum = GskTexture(u_source, vUv) * incrementalGaussian.x;
coefficientSum += incrementalGaussian.x;
incrementalGaussian.xy *= incrementalGaussian.yz;
vec2 p = pixel_step;
for (int i = 1; i <= int(pixels_per_side); i++) {
- sum += Texture(u_source, vUv - p) * incrementalGaussian.x;
- sum += Texture(u_source, vUv + p) * incrementalGaussian.x;
+ sum += GskTexture(u_source, vUv - p) * incrementalGaussian.x;
+ sum += GskTexture(u_source, vUv + p) * incrementalGaussian.x;
coefficientSum += 2.0 * incrementalGaussian.x;
incrementalGaussian.xy *= incrementalGaussian.yz;
@@ -54,5 +54,5 @@ void main() {
p += pixel_step;
}
- setOutputColor(sum / coefficientSum);
+ gskSetOutputColor(sum / coefficientSum);
}
diff --git a/gsk/resources/glsl/border.glsl b/gsk/resources/glsl/border.glsl
index d35c60954c..677a0df7cd 100644
--- a/gsk/resources/glsl/border.glsl
+++ b/gsk/resources/glsl/border.glsl
@@ -4,37 +4,37 @@ 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;
+_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
- final_color = premultiply(u_color) * u_alpha;
+ final_color = gsk_premultiply(u_color) * u_alpha;
- RoundedRect outside = create_rect(u_outline_rect);
- RoundedRect inside = rounded_rect_shrink (outside, u_widths);
+ GskRoundedRect outside = gsk_create_rect(u_outline_rect);
+ GskRoundedRect inside = gsk_rounded_rect_shrink (outside, u_widths);
- rounded_rect_transform(outside, u_modelview);
- rounded_rect_transform(inside, u_modelview);
+ gsk_rounded_rect_transform(outside, u_modelview);
+ gsk_rounded_rect_transform(inside, u_modelview);
- rounded_rect_encode(outside, transformed_outside_outline);
- rounded_rect_encode(inside, transformed_inside_outline);
+ gsk_rounded_rect_encode(outside, transformed_outside_outline);
+ gsk_rounded_rect_encode(inside, transformed_inside_outline);
}
// FRAGMENT_SHADER:
uniform vec4[3] u_outline_rect;
_IN_ vec4 final_color;
-_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
-_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
+_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
void main() {
- vec2 frag = get_frag_coord();
+ vec2 frag = gsk_get_frag_coord();
- float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), frag) -
- rounded_rect_coverage(decode_rect(transformed_inside_outline), frag),
+ float alpha = clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag) -
+ gsk_rounded_rect_coverage(gsk_decode_rect(transformed_inside_outline), frag),
0.0, 1.0);
- setOutputColor(final_color * alpha);
+ gskSetOutputColor(final_color * alpha);
}
diff --git a/gsk/resources/glsl/color.glsl b/gsk/resources/glsl/color.glsl
index 3dc2f1dcb7..636456ce0d 100644
--- a/gsk/resources/glsl/color.glsl
+++ b/gsk/resources/glsl/color.glsl
@@ -6,13 +6,13 @@ _OUT_ vec4 final_color;
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
- final_color = premultiply(u_color) * u_alpha;
+ final_color = gsk_premultiply(u_color) * u_alpha;
}
// FRAGMENT_SHADER:
_IN_ vec4 final_color;
void main() {
- setOutputColor(final_color);
+ gskSetOutputColor(final_color);
}
diff --git a/gsk/resources/glsl/color_matrix.glsl b/gsk/resources/glsl/color_matrix.glsl
index adaee80abc..79cb36434e 100644
--- a/gsk/resources/glsl/color_matrix.glsl
+++ b/gsk/resources/glsl/color_matrix.glsl
@@ -10,7 +10,7 @@ uniform mat4 u_color_matrix;
uniform vec4 u_color_offset;
void main() {
- vec4 color = Texture(u_source, vUv);
+ vec4 color = GskTexture(u_source, vUv);
// Un-premultilpy
if (color.a != 0.0)
@@ -21,5 +21,5 @@ void main() {
color.rgb *= color.a;
- setOutputColor(color * u_alpha);
+ gskSetOutputColor(color * u_alpha);
}
diff --git a/gsk/resources/glsl/coloring.glsl b/gsk/resources/glsl/coloring.glsl
index 6342ccb890..a675493030 100644
--- a/gsk/resources/glsl/coloring.glsl
+++ b/gsk/resources/glsl/coloring.glsl
@@ -8,7 +8,7 @@ void main() {
vUv = vec2(aUv.x, aUv.y);
- final_color = premultiply(u_color) * u_alpha;
+ final_color = gsk_premultiply(u_color) * u_alpha;
}
// FRAGMENT_SHADER:
@@ -16,7 +16,7 @@ void main() {
_IN_ vec4 final_color;
void main() {
- vec4 diffuse = Texture(u_source, vUv);
+ vec4 diffuse = GskTexture(u_source, vUv);
- setOutputColor(final_color * diffuse.a);
+ gskSetOutputColor(final_color * diffuse.a);
}
diff --git a/gsk/resources/glsl/cross_fade.glsl b/gsk/resources/glsl/cross_fade.glsl
index d3840423fa..f824430f9d 100644
--- a/gsk/resources/glsl/cross_fade.glsl
+++ b/gsk/resources/glsl/cross_fade.glsl
@@ -10,11 +10,11 @@ uniform float u_progress;
uniform sampler2D u_source2;
void main() {
- vec4 source1 = Texture(u_source, vUv); // start child
- vec4 source2 = Texture(u_source2, vUv); // end child
+ vec4 source1 = GskTexture(u_source, vUv); // start child
+ vec4 source2 = GskTexture(u_source2, vUv); // end child
float p_start = (1.0 - u_progress) * u_alpha;
float p_end = u_progress * u_alpha;
vec4 color = (p_start * source1) + (p_end * source2);
- setOutputColor(color);
+ gskSetOutputColor(color);
}
diff --git a/gsk/resources/glsl/inset_shadow.glsl b/gsk/resources/glsl/inset_shadow.glsl
index 5b43779fe8..6047946784 100644
--- a/gsk/resources/glsl/inset_shadow.glsl
+++ b/gsk/resources/glsl/inset_shadow.glsl
@@ -5,8 +5,8 @@ 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;
+_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
@@ -15,29 +15,29 @@ void main() {
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));
+ GskRoundedRect outside = gsk_create_rect(u_outline_rect);
+ GskRoundedRect inside = gsk_rounded_rect_shrink(outside, vec4(u_spread));
- rounded_rect_offset(inside, u_offset);
+ gsk_rounded_rect_offset(inside, u_offset);
- rounded_rect_transform(outside, u_modelview);
- rounded_rect_transform(inside, u_modelview);
+ gsk_rounded_rect_transform(outside, u_modelview);
+ gsk_rounded_rect_transform(inside, u_modelview);
- rounded_rect_encode(outside, transformed_outside_outline);
- rounded_rect_encode(inside, transformed_inside_outline);
+ gsk_rounded_rect_encode(outside, transformed_outside_outline);
+ gsk_rounded_rect_encode(inside, transformed_inside_outline);
}
// FRAGMENT_SHADER:
_IN_ vec4 final_color;
-_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
-_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
+_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
void main() {
- vec2 frag = get_frag_coord();
+ vec2 frag = gsk_get_frag_coord();
- float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), frag) -
- rounded_rect_coverage(decode_rect(transformed_inside_outline), frag),
+ float alpha = clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag) -
+ gsk_rounded_rect_coverage(gsk_decode_rect(transformed_inside_outline), frag),
0.0, 1.0);
- setOutputColor(final_color * alpha);
+ gskSetOutputColor(final_color * alpha);
}
diff --git a/gsk/resources/glsl/linear_gradient.glsl b/gsk/resources/glsl/linear_gradient.glsl
index e0a75b5b42..180955ee75 100644
--- a/gsk/resources/glsl/linear_gradient.glsl
+++ b/gsk/resources/glsl/linear_gradient.glsl
@@ -25,10 +25,10 @@ void main() {
for (int i = 0; i < u_num_color_stops; i ++) {
color_offsets[i] = u_color_stops[(i * 5) + 0];
- color_stops[i] = premultiply(vec4(u_color_stops[(i * 5) + 1],
- u_color_stops[(i * 5) + 2],
- u_color_stops[(i * 5) + 3],
- u_color_stops[(i * 5) + 4]));
+ color_stops[i] = gsk_premultiply(vec4(u_color_stops[(i * 5) + 1],
+ u_color_stops[(i * 5) + 2],
+ u_color_stops[(i * 5) + 3],
+ u_color_stops[(i * 5) + 4]));
}
}
@@ -49,7 +49,7 @@ _IN_ float color_offsets[8];
void main() {
// Position relative to startPoint
- vec2 pos = get_frag_coord() - startPoint;
+ vec2 pos = gsk_get_frag_coord() - startPoint;
// Current pixel, projected onto the line between the start point and the end point
// The projection will be relative to the start point!
@@ -66,5 +66,5 @@ void main() {
}
}
- setOutputColor(color * u_alpha);
+ gskSetOutputColor(color * u_alpha);
}
diff --git a/gsk/resources/glsl/outset_shadow.glsl b/gsk/resources/glsl/outset_shadow.glsl
index 2a2a54ec6b..373c650179 100644
--- a/gsk/resources/glsl/outset_shadow.glsl
+++ b/gsk/resources/glsl/outset_shadow.glsl
@@ -3,31 +3,31 @@ uniform vec4 u_color;
uniform vec4[3] u_outline_rect;
_OUT_ vec4 final_color;
-_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outline;
+_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outline;
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
- final_color = premultiply(u_color) * u_alpha;
+ final_color = gsk_premultiply(u_color) * u_alpha;
- RoundedRect outline = create_rect(u_outline_rect);
- rounded_rect_transform(outline, u_modelview);
- rounded_rect_encode(outline, transformed_outline);
+ GskRoundedRect outline = gsk_create_rect(u_outline_rect);
+ gsk_rounded_rect_transform(outline, u_modelview);
+ gsk_rounded_rect_encode(outline, transformed_outline);
}
// FRAGMENT_SHADER:
_IN_ vec4 final_color;
-_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outline;
+_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outline;
void main() {
- vec2 frag = get_frag_coord();
+ vec2 frag = gsk_get_frag_coord();
- float alpha = Texture(u_source, vUv).a;
- alpha *= (1.0 - clamp(rounded_rect_coverage(decode_rect(transformed_outline), frag), 0.0, 1.0));
+ float alpha = GskTexture(u_source, vUv).a;
+ alpha *= (1.0 - clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outline), frag), 0.0, 1.0));
vec4 color = final_color * alpha;
- setOutputColor(color);
+ gskSetOutputColor(color);
}
diff --git a/gsk/resources/glsl/preamble.fs.glsl b/gsk/resources/glsl/preamble.fs.glsl
index cadbaf1331..85b11c013e 100644
--- a/gsk/resources/glsl/preamble.fs.glsl
+++ b/gsk/resources/glsl/preamble.fs.glsl
@@ -16,17 +16,17 @@ _IN_ vec2 vUv;
-RoundedRect decode_rect(_ROUNDED_RECT_UNIFORM_ r)
+GskRoundedRect gsk_decode_rect(_GSK_ROUNDED_RECT_UNIFORM_ r)
{
#if defined(GSK_GLES) || defined(GSK_LEGACY)
- return RoundedRect(r[0], r[1], r[2]);
+ return GskRoundedRect(r[0], r[1], r[2]);
#else
return r;
#endif
}
float
-ellipsis_dist (vec2 p, vec2 radius)
+gsk_ellipsis_dist (vec2 p, vec2 radius)
{
if (radius == vec2(0, 0))
return 0.0;
@@ -38,14 +38,14 @@ ellipsis_dist (vec2 p, vec2 radius)
}
float
-ellipsis_coverage (vec2 point, vec2 center, vec2 radius)
+gsk_ellipsis_coverage (vec2 point, vec2 center, vec2 radius)
{
- float d = ellipsis_dist (point - center, radius);
+ float d = gsk_ellipsis_dist (point - center, radius);
return clamp (0.5 - d, 0.0, 1.0);
}
float
-rounded_rect_coverage (RoundedRect r, vec2 p)
+gsk_rounded_rect_coverage (GskRoundedRect r, vec2 p)
{
if (p.x < r.bounds.x || p.y < r.bounds.y ||
p.x >= r.bounds.z || p.y >= r.bounds.w)
@@ -61,10 +61,10 @@ rounded_rect_coverage (RoundedRect r, vec2 p)
vec2 ref_br = r.corner_points2.xy;
vec2 ref_bl = r.corner_points2.zw;
- 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);
+ float d_tl = gsk_ellipsis_coverage(p, ref_tl, rad_tl);
+ float d_tr = gsk_ellipsis_coverage(p, ref_tr, rad_tr);
+ float d_br = gsk_ellipsis_coverage(p, ref_br, rad_br);
+ float d_bl = gsk_ellipsis_coverage(p, ref_bl, rad_bl);
vec4 corner_coverages = 1.0 - vec4(d_tl, d_tr, d_br, d_bl);
@@ -76,7 +76,7 @@ rounded_rect_coverage (RoundedRect r, vec2 p)
return 1.0 - dot(vec4(is_out), corner_coverages);
}
-vec4 Texture(sampler2D sampler, vec2 texCoords) {
+vec4 GskTexture(sampler2D sampler, vec2 texCoords) {
#if defined(GSK_GLES) || defined(GSK_LEGACY)
return texture2D(sampler, texCoords);
#else
@@ -88,7 +88,7 @@ vec4 Texture(sampler2D sampler, vec2 texCoords) {
layout(origin_upper_left) in vec4 gl_FragCoord;
#endif
-vec2 get_frag_coord() {
+vec2 gsk_get_frag_coord() {
vec2 fc = gl_FragCoord.xy;
#ifdef GSK_GL3
@@ -101,15 +101,15 @@ vec2 get_frag_coord() {
return fc;
}
-void setOutputColor(vec4 color) {
- vec2 f = get_frag_coord();
+void gskSetOutputColor(vec4 color) {
+ vec2 f = gsk_get_frag_coord();
// We do *NOT* transform the clip rect here since we already
// need to do that on the CPU.
#if defined(GSK_GLES) || defined(GSK_LEGACY)
- gl_FragColor = color * rounded_rect_coverage(create_rect(u_clip_rect), f);
+ gl_FragColor = color * gsk_rounded_rect_coverage(gsk_create_rect(u_clip_rect), f);
#else
- outputColor = color * rounded_rect_coverage(create_rect(u_clip_rect), f);
+ outputColor = color * gsk_rounded_rect_coverage(gsk_create_rect(u_clip_rect), f);
#endif
/*outputColor = color;*/
}
diff --git a/gsk/resources/glsl/preamble.glsl b/gsk/resources/glsl/preamble.glsl
index 013938899a..091438b3b4 100644
--- a/gsk/resources/glsl/preamble.glsl
+++ b/gsk/resources/glsl/preamble.glsl
@@ -5,15 +5,15 @@ precision highp float;
#if defined(GSK_GLES) || defined(GSK_LEGACY)
#define _OUT_ varying
#define _IN_ varying
-#define _ROUNDED_RECT_UNIFORM_ vec4[3]
+#define _GSK_ROUNDED_RECT_UNIFORM_ vec4[3]
#else
#define _OUT_ out
#define _IN_ in
-#define _ROUNDED_RECT_UNIFORM_ RoundedRect
+#define _GSK_ROUNDED_RECT_UNIFORM_ GskRoundedRect
#endif
-struct RoundedRect
+struct GskRoundedRect
{
vec4 bounds;
// Look, arrays can't be in structs if you want to return the struct
@@ -22,9 +22,9 @@ struct RoundedRect
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)
+// Transform from a C GskRoundedRect to what we need.
+GskRoundedRect
+gsk_create_rect(vec4[3] data)
{
vec4 bounds = vec4(data[0].xy, data[0].xy + data[0].zw);
@@ -33,9 +33,9 @@ create_rect(vec4[3] data)
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);
+ return GskRoundedRect(bounds, corner_points1, corner_points2);
}
-vec4 premultiply(vec4 c) {
+vec4 gsk_premultiply(vec4 c) {
return vec4(c.rgb * c.a, c.a);
}
diff --git a/gsk/resources/glsl/preamble.vs.glsl b/gsk/resources/glsl/preamble.vs.glsl
index 76de2d6561..89ee6f74e0 100644
--- a/gsk/resources/glsl/preamble.vs.glsl
+++ b/gsk/resources/glsl/preamble.vs.glsl
@@ -13,8 +13,8 @@ _OUT_ vec2 vUv;
#endif
// amount is: top, right, bottom, left
-RoundedRect
-rounded_rect_shrink (RoundedRect r, vec4 amount)
+GskRoundedRect
+gsk_rounded_rect_shrink (GskRoundedRect 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;
@@ -25,11 +25,11 @@ rounded_rect_shrink (RoundedRect r, vec4 amount)
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);
+ return GskRoundedRect (new_bounds, new_corner_points1, new_corner_points2);
}
void
-rounded_rect_offset(inout RoundedRect r, vec2 offset)
+gsk_rounded_rect_offset(inout GskRoundedRect r, vec2 offset)
{
r.bounds.xy += offset;
r.bounds.zw += offset;
@@ -39,7 +39,7 @@ rounded_rect_offset(inout RoundedRect r, vec2 offset)
r.corner_points2.zw += offset;
}
-void rounded_rect_transform(inout RoundedRect r, mat4 mat)
+void gsk_rounded_rect_transform(inout GskRoundedRect 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;
@@ -53,9 +53,9 @@ void rounded_rect_transform(inout RoundedRect r, mat4 mat)
#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;
+#define gsk_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)
+void gsk_rounded_rect_encode(GskRoundedRect r, out _GSK_ROUNDED_RECT_UNIFORM_ out_r)
{
#if defined(GSK_GLES)
out_r[0] = r.bounds;
diff --git a/gsk/resources/glsl/radial_gradient.glsl b/gsk/resources/glsl/radial_gradient.glsl
index e4b36e29a8..97ee2c31f5 100644
--- a/gsk/resources/glsl/radial_gradient.glsl
+++ b/gsk/resources/glsl/radial_gradient.glsl
@@ -21,10 +21,10 @@ void main() {
for (int i = 0; i < u_num_color_stops; i ++) {
color_offsets[i] = u_color_stops[(i * 5) + 0];
- color_stops[i] = premultiply(vec4(u_color_stops[(i * 5) + 1],
- u_color_stops[(i * 5) + 2],
- u_color_stops[(i * 5) + 3],
- u_color_stops[(i * 5) + 4]));
+ color_stops[i] = gsk_premultiply(vec4(u_color_stops[(i * 5) + 1],
+ u_color_stops[(i * 5) + 2],
+ u_color_stops[(i * 5) + 3],
+ u_color_stops[(i * 5) + 4]));
}
}
@@ -51,17 +51,17 @@ float abs_offset(float offset) {
}
void main() {
- vec2 pixel = get_frag_coord();
+ vec2 pixel = gsk_get_frag_coord();
vec2 rel = (center - pixel) / (u_radius);
float d = sqrt(dot(rel, rel));
if (d < abs_offset (color_offsets[0])) {
- setOutputColor(color_stops[0] * u_alpha);
+ gskSetOutputColor(color_stops[0] * u_alpha);
return;
}
if (d > end) {
- setOutputColor(color_stops[u_num_color_stops - 1] * u_alpha);
+ gskSetOutputColor(color_stops[u_num_color_stops - 1] * u_alpha);
return;
}
@@ -80,5 +80,5 @@ void main() {
}
}
- setOutputColor(color * u_alpha);
+ gskSetOutputColor(color * u_alpha);
}
diff --git a/gsk/resources/glsl/repeat.glsl b/gsk/resources/glsl/repeat.glsl
index 4f94ee3506..a9ebcc5e10 100644
--- a/gsk/resources/glsl/repeat.glsl
+++ b/gsk/resources/glsl/repeat.glsl
@@ -35,7 +35,7 @@ void main() {
tp.x = u_texture_rect.x + (wrapped_x * tw);
tp.y = u_texture_rect.y + (wrapped_y * th);
- vec4 diffuse = Texture(u_source, tp);
+ vec4 diffuse = GskTexture(u_source, tp);
- setOutputColor(diffuse * u_alpha);
+ gskSetOutputColor(diffuse * u_alpha);
}
diff --git a/gsk/resources/glsl/unblurred_outset_shadow.glsl b/gsk/resources/glsl/unblurred_outset_shadow.glsl
index a789155b64..fe7ad742d3 100644
--- a/gsk/resources/glsl/unblurred_outset_shadow.glsl
+++ b/gsk/resources/glsl/unblurred_outset_shadow.glsl
@@ -5,8 +5,8 @@ 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;
+_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
@@ -15,30 +15,30 @@ void main() {
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));
+ GskRoundedRect inside = gsk_create_rect(u_outline_rect);
+ GskRoundedRect outside = gsk_rounded_rect_shrink(inside, vec4(- u_spread));
- rounded_rect_offset(outside, u_offset);
+ gsk_rounded_rect_offset(outside, u_offset);
- rounded_rect_transform(outside, u_modelview);
- rounded_rect_transform(inside, u_modelview);
+ gsk_rounded_rect_transform(outside, u_modelview);
+ gsk_rounded_rect_transform(inside, u_modelview);
- rounded_rect_encode(outside, transformed_outside_outline);
- rounded_rect_encode(inside, transformed_inside_outline);
+ gsk_rounded_rect_encode(outside, transformed_outside_outline);
+ gsk_rounded_rect_encode(inside, transformed_inside_outline);
}
// FRAGMENT_SHADER:
_IN_ vec4 final_color;
-_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
-_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
+_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
void main() {
- vec2 frag = get_frag_coord();
+ vec2 frag = gsk_get_frag_coord();
- float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), frag) -
- rounded_rect_coverage(decode_rect(transformed_inside_outline), frag),
+ float alpha = clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag) -
+ gsk_rounded_rect_coverage(gsk_decode_rect(transformed_inside_outline), frag),
0.0, 1.0);
- setOutputColor(final_color * alpha);
+ gskSetOutputColor(final_color * alpha);
}