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gl renderer: Fix inset shadow offset calculation
author
Timm Bäder
<mail@baedert.org>
Fri, 1 Dec 2017 07:32:00 +0000
(08:32 +0100)
committer
Timm Bäder
<mail@baedert.org>
Thu, 21 Dec 2017 18:12:31 +0000
(19:12 +0100)
gsk/resources/glsl/inset_shadow.fs.glsl
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diff --git
a/gsk/resources/glsl/inset_shadow.fs.glsl
b/gsk/resources/glsl/inset_shadow.fs.glsl
index 4337dac4e930de338c9464c7189de241b0d65fdb..b6bb87c82a670f2a3e01f1bfeb392c4d7f0208cd 100644
(file)
--- a/
gsk/resources/glsl/inset_shadow.fs.glsl
+++ b/
gsk/resources/glsl/inset_shadow.fs.glsl
@@
-18,10
+18,10
@@
void main() {
RoundedRect inside = rounded_rect_shrink(outline, vec4(u_spread));
-
+ vec2 offset = vec2(u_offset.x, - u_offset.y);
vec4 color = vec4(u_color.rgb * u_color.a, u_color.a);
color = color * clamp (rounded_rect_coverage (outline, f.xy) -
- rounded_rect_coverage (inside, f.xy
+ u_
offset),
+ rounded_rect_coverage (inside, f.xy
-
offset),
0.0, 1.0);
setOutputColor(color);
}