void main ()
{
- vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy));
+ cogl_color_out = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy));
+
float y = height * cogl_tex_coord_in[0].y;
float x = width * cogl_tex_coord_in[0].x;
+
+ if (x < fade_area[0][0] || x > fade_area[1][0] ||
+ y < fade_area[0][1] || y > fade_area[1][1])
+ return;
+
float ratio = 1.0;
float fade_bottom_start = fade_area[1][1] - offset_bottom;
float fade_right_start = fade_area[1][0] - offset_right;
float ratio_left = x / offset_left;
float ratio_right = (fade_area[1][0] - x)/(fade_area[1][0] - fade_right_start);
bool in_scroll_area = fade_area[0][0] <= x && fade_area[1][0] >= x;
- bool fade_top = y < offset_top && in_scroll_area && (y >= fade_area[0][1]);
- bool fade_bottom = y > fade_bottom_start && in_scroll_area && (y <= fade_area[1][1]);
- bool fade_left = x < offset_left && in_scroll_area && (x >= fade_area[0][0]);
- bool fade_right = x > fade_right_start && in_scroll_area && (x <= fade_area[1][0]);
+ bool fade_top = y < offset_top;
+ bool fade_bottom = y > fade_bottom_start;
+ bool fade_left = x < offset_left;
+ bool fade_right = x > fade_right_start;
if (fade_top) {
ratio *= ratio_top;
ratio *= ratio_right;
}
- cogl_color_out = color * ratio;
+ cogl_color_out *= ratio;
}