return 1.0 - dot(vec4(is_out), corner_coverages);
}
+float
+gsk_rect_coverage (vec4 r, vec2 p)
+{
+ if (p.x < r.x || p.y < r.y ||
+ p.x >= r.z || p.y >= r.w)
+ return 0.0;
+
+ return 1.0;
+}
+
vec4 GskTexture(sampler2D sampler, vec2 texCoords) {
#if defined(GSK_GLES) || defined(GSK_LEGACY)
return texture2D(sampler, texCoords);
}
void gskSetOutputColor(vec4 color) {
- vec2 f = gsk_get_frag_coord();
+ vec4 result;
+
+#if defined(NO_CLIP)
+ result = color;
+#elif defined(RECT_CLIP)
+ result = color * gsk_rect_coverage(gsk_get_bounds(u_clip_rect),
+ gsk_get_frag_coord());
+#else
+ result = color * gsk_rounded_rect_coverage(gsk_create_rect(u_clip_rect),
+ gsk_get_frag_coord());
+#endif
- // 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 * gsk_rounded_rect_coverage(gsk_create_rect(u_clip_rect), f);
+ gl_FragColor = result;
#else
- outputColor = color * gsk_rounded_rect_coverage(gsk_create_rect(u_clip_rect), f);
+ outputColor = result;
#endif
- /*outputColor = color;*/
}
return GskRoundedRect(bounds, corner_points1, corner_points2);
}
+vec4
+gsk_get_bounds(vec4[3] data)
+{
+ return vec4(data[0].xy, data[0].xy + data[0].zw);
+}
+
vec4 gsk_premultiply(vec4 c) {
return vec4(c.rgb * c.a, c.a);
}