st_adjustment_get_values (self->vadjustment, &value, &lower, &upper, NULL, NULL, &page_size);
value = (value - lower) / (upper - page_size - lower);
- clutter_shader_effect_set_uniform (shader, "fade_edges_v", G_TYPE_INT, 1, self->fade_edges ? value >= 0.0 : value > 0.0);
+ clutter_shader_effect_set_uniform (shader, "fade_edges_top", G_TYPE_INT, 1, self->fade_edges ? value >= 0.0 : value > 0.0);
+ clutter_shader_effect_set_uniform (shader, "fade_edges_bottom", G_TYPE_INT, 1, self->fade_edges ? value <= 1.0 : value < 1.0);
st_adjustment_get_values (self->hadjustment, &value, &lower, &upper, NULL, NULL, &page_size);
value = (value - lower) / (upper - page_size - lower);
- clutter_shader_effect_set_uniform (shader, "fade_edges_h", G_TYPE_INT, 1, self->fade_edges ? value >= 0.0 : value > 0.0);
+ clutter_shader_effect_set_uniform (shader, "fade_edges_left", G_TYPE_INT, 1, self->fade_edges ? value >= 0.0 : value > 0.0);
+ clutter_shader_effect_set_uniform (shader, "fade_edges_right", G_TYPE_INT, 1, self->fade_edges ? value <= 1.0 : value < 1.0);
clutter_shader_effect_set_uniform (shader, "vfade_offset", G_TYPE_FLOAT, 1, self->vfade_offset);
clutter_shader_effect_set_uniform (shader, "hfade_offset", G_TYPE_FLOAT, 1, self->hfade_offset);
uniform float width;
uniform float vfade_offset;
uniform float hfade_offset;
-uniform bool fade_edges_h;
-uniform bool fade_edges_v;
+uniform bool fade_edges_top;
+uniform bool fade_edges_right;
+uniform bool fade_edges_bottom;
+uniform bool fade_edges_left;
uniform vec2 fade_area_topleft;
uniform vec2 fade_area_bottomright;
float ratio = 1.0;
float fade_bottom_start = fade_area_bottomright[1] - vfade_offset;
float fade_right_start = fade_area_bottomright[0] - hfade_offset;
- bool fade_top = y < vfade_offset && fade_edges_v;
- bool fade_bottom = y > fade_bottom_start && fade_edges_v;
- bool fade_left = x < hfade_offset && fade_edges_h;
- bool fade_right = x > fade_right_start && fade_edges_h;
+ bool fade_top = y < vfade_offset && fade_edges_top;
+ bool fade_bottom = y > fade_bottom_start && fade_edges_bottom;
+ bool fade_left = x < hfade_offset && fade_edges_left;
+ bool fade_right = x > fade_right_start && fade_edges_right;
float vfade_scale = height / vfade_offset;
if (fade_top) {