gl: Add some namespacing to the preamble symbols
authorAlexander Larsson <alexl@redhat.com>
Fri, 18 Sep 2020 09:35:29 +0000 (11:35 +0200)
committerAlexander Larsson <alexl@redhat.com>
Tue, 29 Sep 2020 07:51:16 +0000 (09:51 +0200)
This adds a gsk prefix to the stuff in the preamble, as we want to
avoid it conflicting with things in the main shader. Especially once
we start allow some customization of shaders.

17 files changed:
gsk/resources/glsl/blend.glsl
gsk/resources/glsl/blit.glsl
gsk/resources/glsl/blur.glsl
gsk/resources/glsl/border.glsl
gsk/resources/glsl/color.glsl
gsk/resources/glsl/color_matrix.glsl
gsk/resources/glsl/coloring.glsl
gsk/resources/glsl/cross_fade.glsl
gsk/resources/glsl/inset_shadow.glsl
gsk/resources/glsl/linear_gradient.glsl
gsk/resources/glsl/outset_shadow.glsl
gsk/resources/glsl/preamble.fs.glsl
gsk/resources/glsl/preamble.glsl
gsk/resources/glsl/preamble.vs.glsl
gsk/resources/glsl/radial_gradient.glsl
gsk/resources/glsl/repeat.glsl
gsk/resources/glsl/unblurred_outset_shadow.glsl

index f1e0c49b5e1d2fe14ba1b718991cd9e291a2851d..22323402ac2ad878a703bfe4bfcb58f7934c6b41 100644 (file)
@@ -267,8 +267,8 @@ luminosity (vec4 Cs, vec4 Cb)
 }
 
 void main() {
-  vec4 bottom_color = Texture(u_source, vUv);
-  vec4 top_color = Texture(u_source2, vUv);
+  vec4 bottom_color = GskTexture(u_source, vUv);
+  vec4 top_color = GskTexture(u_source2, vUv);
 
   vec4 result;
   if (u_mode == 0)
@@ -306,5 +306,5 @@ void main() {
   else
     discard;
 
-  setOutputColor(result * u_alpha);
+  gskSetOutputColor(result * u_alpha);
 }
index 0f9fe10067f3505cfc8f983bc7205f423c999dee..f01cd238ec3c4a5eac29ccd57b70694a6a313638 100644 (file)
@@ -7,7 +7,7 @@ void main() {
 
 // FRAGMENT_SHADER:
 void main() {
-  vec4 diffuse = Texture(u_source, vUv);
+  vec4 diffuse = GskTexture(u_source, vUv);
 
-  setOutputColor(diffuse * u_alpha);
+  gskSetOutputColor(diffuse * u_alpha);
 }
index 13bf588b0e7ebe6ab4449f91a4408597b3856fd3..7cccad2af108b328ef1f7c7c954c3b5586bbd58a 100644 (file)
@@ -39,14 +39,14 @@ void main() {
   vec3 incrementalGaussian = initial_gaussian;
 
   float coefficientSum = 0.0;
-  vec4 sum = Texture(u_source, vUv) * incrementalGaussian.x;
+  vec4 sum = GskTexture(u_source, vUv) * incrementalGaussian.x;
   coefficientSum += incrementalGaussian.x;
   incrementalGaussian.xy *= incrementalGaussian.yz;
 
   vec2 p = pixel_step;
   for (int i = 1; i <= int(pixels_per_side); i++) {
-    sum += Texture(u_source, vUv - p) * incrementalGaussian.x;
-    sum += Texture(u_source, vUv + p) * incrementalGaussian.x;
+    sum += GskTexture(u_source, vUv - p) * incrementalGaussian.x;
+    sum += GskTexture(u_source, vUv + p) * incrementalGaussian.x;
 
     coefficientSum += 2.0 * incrementalGaussian.x;
     incrementalGaussian.xy *= incrementalGaussian.yz;
@@ -54,5 +54,5 @@ void main() {
     p += pixel_step;
   }
 
-  setOutputColor(sum / coefficientSum);
+  gskSetOutputColor(sum / coefficientSum);
 }
index d35c60954c97266ef636f7b5e6a30e1fc997b5fd..677a0df7cd8a2f803faaa014c090182e1bdc0401 100644 (file)
@@ -4,37 +4,37 @@ uniform vec4 u_widths;
 uniform vec4[3] u_outline_rect;
 
 _OUT_ vec4 final_color;
-_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
-_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
+_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
 
 void main() {
   gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
 
-  final_color = premultiply(u_color) * u_alpha;
+  final_color = gsk_premultiply(u_color) * u_alpha;
 
-  RoundedRect outside = create_rect(u_outline_rect);
-  RoundedRect inside = rounded_rect_shrink (outside, u_widths);
+  GskRoundedRect outside = gsk_create_rect(u_outline_rect);
+  GskRoundedRect inside = gsk_rounded_rect_shrink (outside, u_widths);
 
-  rounded_rect_transform(outside, u_modelview);
-  rounded_rect_transform(inside, u_modelview);
+  gsk_rounded_rect_transform(outside, u_modelview);
+  gsk_rounded_rect_transform(inside, u_modelview);
 
-  rounded_rect_encode(outside, transformed_outside_outline);
-  rounded_rect_encode(inside, transformed_inside_outline);
+  gsk_rounded_rect_encode(outside, transformed_outside_outline);
+  gsk_rounded_rect_encode(inside, transformed_inside_outline);
 }
 
 // FRAGMENT_SHADER:
 uniform vec4[3] u_outline_rect;
 
 _IN_ vec4 final_color;
-_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
-_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
+_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
 
 void main() {
-  vec2 frag = get_frag_coord();
+  vec2 frag = gsk_get_frag_coord();
 
-  float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), frag) -
-                      rounded_rect_coverage(decode_rect(transformed_inside_outline), frag),
+  float alpha = clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag) -
+                      gsk_rounded_rect_coverage(gsk_decode_rect(transformed_inside_outline), frag),
                       0.0, 1.0);
 
-  setOutputColor(final_color * alpha);
+  gskSetOutputColor(final_color * alpha);
 }
index 3dc2f1dcb78c08a99346f1adb095f17b72cc36f2..636456ce0dd553abe231eaf86b7bbe30a22abcd9 100644 (file)
@@ -6,13 +6,13 @@ _OUT_ vec4 final_color;
 void main() {
   gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
 
-  final_color = premultiply(u_color) * u_alpha;
+  final_color = gsk_premultiply(u_color) * u_alpha;
 }
 
 // FRAGMENT_SHADER:
 _IN_ vec4 final_color;
 
 void main() {
-  setOutputColor(final_color);
+  gskSetOutputColor(final_color);
 }
 
index adaee80abc5e957338b116427b9ad8d22f97e84e..79cb36434ea2459e8ef343126171ac53d1b5663f 100644 (file)
@@ -10,7 +10,7 @@ uniform mat4 u_color_matrix;
 uniform vec4 u_color_offset;
 
 void main() {
-  vec4 color = Texture(u_source, vUv);
+  vec4 color = GskTexture(u_source, vUv);
 
   // Un-premultilpy
   if (color.a != 0.0)
@@ -21,5 +21,5 @@ void main() {
 
   color.rgb *= color.a;
 
-  setOutputColor(color * u_alpha);
+  gskSetOutputColor(color * u_alpha);
 }
index 6342ccb89026b058abdfe01cf12c909a182a493f..a675493030587fb66bc4c0358e01ac1f551e6c5d 100644 (file)
@@ -8,7 +8,7 @@ void main() {
 
   vUv = vec2(aUv.x, aUv.y);
 
-  final_color = premultiply(u_color) * u_alpha;
+  final_color = gsk_premultiply(u_color) * u_alpha;
 }
 
 // FRAGMENT_SHADER:
@@ -16,7 +16,7 @@ void main() {
 _IN_ vec4 final_color;
 
 void main() {
-  vec4 diffuse = Texture(u_source, vUv);
+  vec4 diffuse = GskTexture(u_source, vUv);
 
-  setOutputColor(final_color * diffuse.a);
+  gskSetOutputColor(final_color * diffuse.a);
 }
index d3840423fa6538b4768f9c79e76f469d8c987c3b..f824430f9d2a83eb8f77d342c980a045cfa031e9 100644 (file)
@@ -10,11 +10,11 @@ uniform float u_progress;
 uniform sampler2D u_source2;
 
 void main() {
-  vec4 source1 = Texture(u_source, vUv);  // start child
-  vec4 source2 = Texture(u_source2, vUv); // end child
+  vec4 source1 = GskTexture(u_source, vUv);  // start child
+  vec4 source2 = GskTexture(u_source2, vUv); // end child
 
   float p_start = (1.0 - u_progress) * u_alpha;
   float p_end = u_progress * u_alpha;
   vec4 color = (p_start * source1) + (p_end * source2);
-  setOutputColor(color);
+  gskSetOutputColor(color);
 }
index 5b43779fe8a2d55350becb98537754ccf8ac8abc..6047946784ddf19ebb87d9e210bf2a94636eb88d 100644 (file)
@@ -5,8 +5,8 @@ uniform vec2 u_offset;
 uniform vec4[3] u_outline_rect;
 
 _OUT_ vec4 final_color;
-_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
-_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
+_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
 
 void main() {
   gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
@@ -15,29 +15,29 @@ void main() {
   final_color.rgb *= final_color.a;
   final_color *= u_alpha;
 
-  RoundedRect outside = create_rect(u_outline_rect);
-  RoundedRect inside = rounded_rect_shrink(outside, vec4(u_spread));
+  GskRoundedRect outside = gsk_create_rect(u_outline_rect);
+  GskRoundedRect inside = gsk_rounded_rect_shrink(outside, vec4(u_spread));
 
-  rounded_rect_offset(inside, u_offset);
+  gsk_rounded_rect_offset(inside, u_offset);
 
-  rounded_rect_transform(outside, u_modelview);
-  rounded_rect_transform(inside, u_modelview);
+  gsk_rounded_rect_transform(outside, u_modelview);
+  gsk_rounded_rect_transform(inside, u_modelview);
 
-  rounded_rect_encode(outside, transformed_outside_outline);
-  rounded_rect_encode(inside, transformed_inside_outline);
+  gsk_rounded_rect_encode(outside, transformed_outside_outline);
+  gsk_rounded_rect_encode(inside, transformed_inside_outline);
 }
 
 // FRAGMENT_SHADER:
 _IN_ vec4 final_color;
-_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
-_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
+_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
 
 void main() {
-  vec2 frag = get_frag_coord();
+  vec2 frag = gsk_get_frag_coord();
 
-  float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), frag) -
-                      rounded_rect_coverage(decode_rect(transformed_inside_outline), frag),
+  float alpha = clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag) -
+                      gsk_rounded_rect_coverage(gsk_decode_rect(transformed_inside_outline), frag),
                       0.0, 1.0);
 
-  setOutputColor(final_color * alpha);
+  gskSetOutputColor(final_color * alpha);
 }
index e0a75b5b4206fd67b1c4f3bc57b4a757ede0d250..180955ee75ad692e15470f13664775780b60a3c9 100644 (file)
@@ -25,10 +25,10 @@ void main() {
 
   for (int i = 0; i < u_num_color_stops; i ++) {
     color_offsets[i] = u_color_stops[(i * 5) + 0];
-    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]));
+    color_stops[i] = gsk_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]));
   }
 }
 
@@ -49,7 +49,7 @@ _IN_ float color_offsets[8];
 
 void main() {
   // Position relative to startPoint
-  vec2 pos = get_frag_coord() - startPoint;
+  vec2 pos = gsk_get_frag_coord() - startPoint;
 
   // Current pixel, projected onto the line between the start point and the end point
   // The projection will be relative to the start point!
@@ -66,5 +66,5 @@ void main() {
     }
   }
 
-  setOutputColor(color * u_alpha);
+  gskSetOutputColor(color * u_alpha);
 }
index 2a2a54ec6be9af3cc873464295abae6c56b609ac..373c6501794d3afc387b71122ae67ca10d262ee8 100644 (file)
@@ -3,31 +3,31 @@ uniform vec4 u_color;
 uniform vec4[3] u_outline_rect;
 
 _OUT_ vec4 final_color;
-_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outline;
+_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outline;
 
 void main() {
   gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
 
   vUv = vec2(aUv.x, aUv.y);
 
-  final_color = premultiply(u_color) * u_alpha;
+  final_color = gsk_premultiply(u_color) * u_alpha;
 
-  RoundedRect outline = create_rect(u_outline_rect);
-  rounded_rect_transform(outline, u_modelview);
-  rounded_rect_encode(outline, transformed_outline);
+  GskRoundedRect outline = gsk_create_rect(u_outline_rect);
+  gsk_rounded_rect_transform(outline, u_modelview);
+  gsk_rounded_rect_encode(outline, transformed_outline);
 }
 
 // FRAGMENT_SHADER:
 _IN_ vec4 final_color;
-_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outline;
+_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outline;
 
 void main() {
-  vec2 frag = get_frag_coord();
+  vec2 frag = gsk_get_frag_coord();
 
-  float alpha = Texture(u_source, vUv).a;
-  alpha *= (1.0 -  clamp(rounded_rect_coverage(decode_rect(transformed_outline), frag), 0.0, 1.0));
+  float alpha = GskTexture(u_source, vUv).a;
+  alpha *= (1.0 -  clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outline), frag), 0.0, 1.0));
 
   vec4 color = final_color * alpha;
 
-  setOutputColor(color);
+  gskSetOutputColor(color);
 }
index cadbaf1331541980f941c1d701f858dee48cb78c..85b11c013e60505cdba7a179ce2514d5b2a0f52f 100644 (file)
@@ -16,17 +16,17 @@ _IN_ vec2 vUv;
 
 
 
-RoundedRect decode_rect(_ROUNDED_RECT_UNIFORM_ r)
+GskRoundedRect gsk_decode_rect(_GSK_ROUNDED_RECT_UNIFORM_ r)
 {
 #if defined(GSK_GLES) || defined(GSK_LEGACY)
-  return RoundedRect(r[0], r[1], r[2]);
+  return GskRoundedRect(r[0], r[1], r[2]);
 #else
   return r;
 #endif
 }
 
 float
-ellipsis_dist (vec2 p, vec2 radius)
+gsk_ellipsis_dist (vec2 p, vec2 radius)
 {
   if (radius == vec2(0, 0))
     return 0.0;
@@ -38,14 +38,14 @@ ellipsis_dist (vec2 p, vec2 radius)
 }
 
 float
-ellipsis_coverage (vec2 point, vec2 center, vec2 radius)
+gsk_ellipsis_coverage (vec2 point, vec2 center, vec2 radius)
 {
-  float d = ellipsis_dist (point - center, radius);
+  float d = gsk_ellipsis_dist (point - center, radius);
   return clamp (0.5 - d, 0.0, 1.0);
 }
 
 float
-rounded_rect_coverage (RoundedRect r, vec2 p)
+gsk_rounded_rect_coverage (GskRoundedRect r, vec2 p)
 {
   if (p.x < r.bounds.x || p.y < r.bounds.y ||
       p.x >= r.bounds.z || p.y >= r.bounds.w)
@@ -61,10 +61,10 @@ rounded_rect_coverage (RoundedRect r, vec2 p)
   vec2 ref_br = r.corner_points2.xy;
   vec2 ref_bl = r.corner_points2.zw;
 
-  float d_tl = ellipsis_coverage(p, ref_tl, rad_tl);
-  float d_tr = ellipsis_coverage(p, ref_tr, rad_tr);
-  float d_br = ellipsis_coverage(p, ref_br, rad_br);
-  float d_bl = ellipsis_coverage(p, ref_bl, rad_bl);
+  float d_tl = gsk_ellipsis_coverage(p, ref_tl, rad_tl);
+  float d_tr = gsk_ellipsis_coverage(p, ref_tr, rad_tr);
+  float d_br = gsk_ellipsis_coverage(p, ref_br, rad_br);
+  float d_bl = gsk_ellipsis_coverage(p, ref_bl, rad_bl);
 
   vec4 corner_coverages = 1.0 - vec4(d_tl, d_tr, d_br, d_bl);
 
@@ -76,7 +76,7 @@ rounded_rect_coverage (RoundedRect r, vec2 p)
   return 1.0 - dot(vec4(is_out), corner_coverages);
 }
 
-vec4 Texture(sampler2D sampler, vec2 texCoords) {
+vec4 GskTexture(sampler2D sampler, vec2 texCoords) {
 #if defined(GSK_GLES) || defined(GSK_LEGACY)
   return texture2D(sampler, texCoords);
 #else
@@ -88,7 +88,7 @@ vec4 Texture(sampler2D sampler, vec2 texCoords) {
 layout(origin_upper_left) in vec4 gl_FragCoord;
 #endif
 
-vec2 get_frag_coord() {
+vec2 gsk_get_frag_coord() {
   vec2 fc = gl_FragCoord.xy;
 
 #ifdef GSK_GL3
@@ -101,15 +101,15 @@ vec2 get_frag_coord() {
   return fc;
 }
 
-void setOutputColor(vec4 color) {
-  vec2 f = get_frag_coord();
+void gskSetOutputColor(vec4 color) {
+  vec2 f = gsk_get_frag_coord();
 
   // 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 * rounded_rect_coverage(create_rect(u_clip_rect), f);
+  gl_FragColor = color * gsk_rounded_rect_coverage(gsk_create_rect(u_clip_rect), f);
 #else
-  outputColor = color * rounded_rect_coverage(create_rect(u_clip_rect), f);
+  outputColor = color * gsk_rounded_rect_coverage(gsk_create_rect(u_clip_rect), f);
 #endif
   /*outputColor = color;*/
 }
index 013938899ab231c87f098692a1707afe4935fe47..091438b3b4a4e63fdc88ae9bf82e8e824c2bf7ef 100644 (file)
@@ -5,15 +5,15 @@ precision highp float;
 #if defined(GSK_GLES) || defined(GSK_LEGACY)
 #define _OUT_ varying
 #define _IN_ varying
-#define _ROUNDED_RECT_UNIFORM_ vec4[3]
+#define _GSK_ROUNDED_RECT_UNIFORM_ vec4[3]
 #else
 #define _OUT_ out
 #define _IN_ in
-#define _ROUNDED_RECT_UNIFORM_ RoundedRect
+#define _GSK_ROUNDED_RECT_UNIFORM_ GskRoundedRect
 #endif
 
 
-struct RoundedRect
+struct GskRoundedRect
 {
   vec4 bounds;
   // Look, arrays can't be in structs if you want to return the struct
@@ -22,9 +22,9 @@ struct RoundedRect
   vec4 corner_points2; // xy = bottom right, zw = bottom left
 };
 
-// Transform from a GskRoundedRect to a RoundedRect as we need it.
-RoundedRect
-create_rect(vec4[3] data)
+// Transform from a C GskRoundedRect to what we need.
+GskRoundedRect
+gsk_create_rect(vec4[3] data)
 {
   vec4 bounds = vec4(data[0].xy, data[0].xy + data[0].zw);
 
@@ -33,9 +33,9 @@ create_rect(vec4[3] data)
   vec4 corner_points2 = vec4(bounds.zw + (data[2].xy * vec2(-1, -1)),
                              bounds.xw + vec2(data[2].zw * vec2(1, -1)));
 
-  return RoundedRect(bounds, corner_points1, corner_points2);
+  return GskRoundedRect(bounds, corner_points1, corner_points2);
 }
 
-vec4 premultiply(vec4 c) {
+vec4 gsk_premultiply(vec4 c) {
   return vec4(c.rgb * c.a, c.a);
 }
index 76de2d656140f7dda5ce517937663d710ccf3db0..89ee6f74e0f8cc4e2336a7dae9aee5546304950f 100644 (file)
@@ -13,8 +13,8 @@ _OUT_ vec2 vUv;
 #endif
 
 // amount is: top, right, bottom, left
-RoundedRect
-rounded_rect_shrink (RoundedRect r, vec4 amount)
+GskRoundedRect
+gsk_rounded_rect_shrink (GskRoundedRect r, vec4 amount)
 {
   vec4 new_bounds = r.bounds + vec4(1.0,1.0,-1.0,-1.0) * amount.wxyz;
   vec4 new_corner_points1 = r.corner_points1;
@@ -25,11 +25,11 @@ rounded_rect_shrink (RoundedRect r, vec4 amount)
   if (r.corner_points2.xy == r.bounds.zw) new_corner_points2.xy = new_bounds.zw;
   if (r.corner_points2.zw == r.bounds.xw) new_corner_points2.zw = new_bounds.xw;
 
-  return RoundedRect (new_bounds, new_corner_points1, new_corner_points2);
+  return GskRoundedRect (new_bounds, new_corner_points1, new_corner_points2);
 }
 
 void
-rounded_rect_offset(inout RoundedRect r, vec2 offset)
+gsk_rounded_rect_offset(inout GskRoundedRect r, vec2 offset)
 {
   r.bounds.xy += offset;
   r.bounds.zw += offset;
@@ -39,7 +39,7 @@ rounded_rect_offset(inout RoundedRect r, vec2 offset)
   r.corner_points2.zw += offset;
 }
 
-void rounded_rect_transform(inout RoundedRect r, mat4 mat)
+void gsk_rounded_rect_transform(inout GskRoundedRect r, mat4 mat)
 {
   r.bounds.xy = (mat * vec4(r.bounds.xy, 0.0, 1.0)).xy;
   r.bounds.zw = (mat * vec4(r.bounds.zw, 0.0, 1.0)).xy;
@@ -53,9 +53,9 @@ void rounded_rect_transform(inout RoundedRect r, mat4 mat)
 
 #if defined(GSK_LEGACY)
 // Can't have out or inout array parameters...
-#define rounded_rect_encode(r, uni) uni[0] = r.bounds; uni[1] = r.corner_points1; uni[2] = r.corner_points2;
+#define gsk_rounded_rect_encode(r, uni) uni[0] = r.bounds; uni[1] = r.corner_points1; uni[2] = r.corner_points2;
 #else
-void rounded_rect_encode(RoundedRect r, out _ROUNDED_RECT_UNIFORM_ out_r)
+void gsk_rounded_rect_encode(GskRoundedRect r, out _GSK_ROUNDED_RECT_UNIFORM_ out_r)
 {
 #if defined(GSK_GLES)
   out_r[0] = r.bounds;
index e4b36e29a861d66909e43c0a3d0e4163a3ddd9f0..97ee2c31f5ddbbd9c9f3968aef1f38f7c8f87450 100644 (file)
@@ -21,10 +21,10 @@ void main() {
 
   for (int i = 0; i < u_num_color_stops; i ++) {
     color_offsets[i] = u_color_stops[(i * 5) + 0];
-    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]));
+    color_stops[i] = gsk_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]));
   }
 }
 
@@ -51,17 +51,17 @@ float abs_offset(float offset)  {
 }
 
 void main() {
-  vec2 pixel = get_frag_coord();
+  vec2 pixel = gsk_get_frag_coord();
   vec2 rel = (center - pixel) / (u_radius);
   float d = sqrt(dot(rel, rel));
 
   if (d < abs_offset (color_offsets[0])) {
-    setOutputColor(color_stops[0] * u_alpha);
+    gskSetOutputColor(color_stops[0] * u_alpha);
     return;
   }
 
   if (d > end) {
-    setOutputColor(color_stops[u_num_color_stops - 1] * u_alpha);
+    gskSetOutputColor(color_stops[u_num_color_stops - 1] * u_alpha);
     return;
   }
 
@@ -80,5 +80,5 @@ void main() {
     }
   }
 
-  setOutputColor(color * u_alpha);
+  gskSetOutputColor(color * u_alpha);
 }
index 4f94ee3506c2959585afd266532c92556e46f771..a9ebcc5e1048e246d77bb5260f8ce37d1f460ab9 100644 (file)
@@ -35,7 +35,7 @@ void main() {
   tp.x = u_texture_rect.x + (wrapped_x * tw);
   tp.y = u_texture_rect.y + (wrapped_y * th);
 
-  vec4 diffuse = Texture(u_source, tp);
+  vec4 diffuse = GskTexture(u_source, tp);
 
-  setOutputColor(diffuse * u_alpha);
+  gskSetOutputColor(diffuse * u_alpha);
 }
index a789155b6429403252b41691f9075fa2296e7302..fe7ad742d3ddf9b8b7ec243d92db0b84bbc1e1f3 100644 (file)
@@ -5,8 +5,8 @@ uniform vec2 u_offset;
 uniform vec4[3] u_outline_rect;
 
 _OUT_ vec4 final_color;
-_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
-_OUT_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
+_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_OUT_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
 
 void main() {
   gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
@@ -15,30 +15,30 @@ void main() {
   final_color.rgb *= final_color.a;
   final_color *= u_alpha;
 
-  RoundedRect inside = create_rect(u_outline_rect);
-  RoundedRect outside = rounded_rect_shrink(inside, vec4(- u_spread));
+  GskRoundedRect inside = gsk_create_rect(u_outline_rect);
+  GskRoundedRect outside = gsk_rounded_rect_shrink(inside, vec4(- u_spread));
 
-  rounded_rect_offset(outside, u_offset);
+  gsk_rounded_rect_offset(outside, u_offset);
 
-  rounded_rect_transform(outside, u_modelview);
-  rounded_rect_transform(inside, u_modelview);
+  gsk_rounded_rect_transform(outside, u_modelview);
+  gsk_rounded_rect_transform(inside, u_modelview);
 
-  rounded_rect_encode(outside, transformed_outside_outline);
-  rounded_rect_encode(inside, transformed_inside_outline);
+  gsk_rounded_rect_encode(outside, transformed_outside_outline);
+  gsk_rounded_rect_encode(inside, transformed_inside_outline);
 }
 
 // FRAGMENT_SHADER:
 _IN_ vec4 final_color;
-_IN_ _ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
-_IN_ _ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
+_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_outside_outline;
+_IN_ _GSK_ROUNDED_RECT_UNIFORM_ transformed_inside_outline;
 
 void main() {
-  vec2 frag = get_frag_coord();
+  vec2 frag = gsk_get_frag_coord();
 
-  float alpha = clamp(rounded_rect_coverage(decode_rect(transformed_outside_outline), frag) -
-                      rounded_rect_coverage(decode_rect(transformed_inside_outline), frag),
+  float alpha = clamp(gsk_rounded_rect_coverage(gsk_decode_rect(transformed_outside_outline), frag) -
+                      gsk_rounded_rect_coverage(gsk_decode_rect(transformed_inside_outline), frag),
                       0.0, 1.0);
 
-  setOutputColor(final_color * alpha);
+  gskSetOutputColor(final_color * alpha);
 }