diff options
author | Alexander Larsson <alexl@redhat.com> | 2020-09-18 11:35:29 +0200 |
---|---|---|
committer | Alexander Larsson <alexl@redhat.com> | 2020-09-29 09:51:16 +0200 |
commit | bacb3affb34cef7f29152849feddaffaa06433a7 (patch) | |
tree | 83af68a1fd9e52746a4e7f109e3ee05f0248e4d5 | |
parent | 9460d0131f3ce4c647d455a1633f25c65c850fc9 (diff) | |
download | gtk+-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.glsl | 6 | ||||
-rw-r--r-- | gsk/resources/glsl/blit.glsl | 4 | ||||
-rw-r--r-- | gsk/resources/glsl/blur.glsl | 8 | ||||
-rw-r--r-- | gsk/resources/glsl/border.glsl | 30 | ||||
-rw-r--r-- | gsk/resources/glsl/color.glsl | 4 | ||||
-rw-r--r-- | gsk/resources/glsl/color_matrix.glsl | 4 | ||||
-rw-r--r-- | gsk/resources/glsl/coloring.glsl | 6 | ||||
-rw-r--r-- | gsk/resources/glsl/cross_fade.glsl | 6 | ||||
-rw-r--r-- | gsk/resources/glsl/inset_shadow.glsl | 30 | ||||
-rw-r--r-- | gsk/resources/glsl/linear_gradient.glsl | 12 | ||||
-rw-r--r-- | gsk/resources/glsl/outset_shadow.glsl | 20 | ||||
-rw-r--r-- | gsk/resources/glsl/preamble.fs.glsl | 32 | ||||
-rw-r--r-- | gsk/resources/glsl/preamble.glsl | 16 | ||||
-rw-r--r-- | gsk/resources/glsl/preamble.vs.glsl | 14 | ||||
-rw-r--r-- | gsk/resources/glsl/radial_gradient.glsl | 16 | ||||
-rw-r--r-- | gsk/resources/glsl/repeat.glsl | 4 | ||||
-rw-r--r-- | gsk/resources/glsl/unblurred_outset_shadow.glsl | 30 |
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); } |