void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
- final_color = u_color;
- final_color.rgb *= final_color.a; // pre-multiply
- final_color *= u_alpha;
+ final_color = premultiply(u_color) * u_alpha;
RoundedRect outside = create_rect(u_outline_rect);
RoundedRect inside = rounded_rect_shrink (outside, u_widths);
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
- final_color = u_color;
- // Pre-multiply alpha
- final_color.rgb *= final_color.a;
- final_color *= u_alpha;
+ final_color = premultiply(u_color) * u_alpha;
}
// FRAGMENT_SHADER:
vUv = vec2(aUv.x, aUv.y);
- final_color = u_color;
- // pre-multiply
- final_color.rgb *= final_color.a;
- final_color *= u_alpha;
+ final_color = premultiply(u_color) * u_alpha;
}
// FRAGMENT_SHADER:
for (int i = 0; i < u_num_color_stops; i ++) {
color_offsets[i] = u_color_stops[(i * 5) + 0];
- color_stops[i].r = u_color_stops[(i * 5) + 1];
- color_stops[i].g = u_color_stops[(i * 5) + 2];
- color_stops[i].b = u_color_stops[(i * 5) + 3];
- color_stops[i].a = u_color_stops[(i * 5) + 4];
+ 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]));
}
}
}
}
- /* Pre-multiply */
- color.rgb *= color.a;
-
setOutputColor(color * u_alpha);
}
vUv = vec2(aUv.x, aUv.y);
- final_color = u_color;
- // pre-multiply
- final_color.rgb *= final_color.a;
- final_color *= u_alpha;
+ final_color = premultiply(u_color) * u_alpha;
RoundedRect outline = create_rect(u_outline_rect);
rounded_rect_transform(outline, u_modelview);
return RoundedRect(bounds, corner_points1, corner_points2);
}
+
+vec4 premultiply(vec4 c) {
+ return vec4(c.rgb * c.a, c.a);
+}
for (int i = 0; i < u_num_color_stops; i ++) {
color_offsets[i] = u_color_stops[(i * 5) + 0];
- color_stops[i].r = u_color_stops[(i * 5) + 1];
- color_stops[i].g = u_color_stops[(i * 5) + 2];
- color_stops[i].b = u_color_stops[(i * 5) + 3];
- color_stops[i].a = u_color_stops[(i * 5) + 4];
+ 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]));
}
}
return start + ((end - start) * offset);
}
-vec4 premultiply(vec4 c) {
- vec4 k = vec4(c.rgb * c.a, c.a);
- return k;
-}
-
void main() {
vec2 pixel = get_frag_coord();
vec2 rel = (center - pixel) / (u_radius);
float d = sqrt(dot(rel, rel));
if (d < abs_offset (color_offsets[0])) {
- setOutputColor(premultiply(color_stops[0]) * u_alpha);
+ setOutputColor(color_stops[0] * u_alpha);
return;
}
if (d > end) {
- setOutputColor(premultiply(color_stops[u_num_color_stops - 1]) * u_alpha);
+ setOutputColor(color_stops[u_num_color_stops - 1] * u_alpha);
return;
}
}
}
- setOutputColor(premultiply(color) * u_alpha);
+ setOutputColor(color * u_alpha);
}