gl renderer: Grow unblurred outset shadow outline on the gpu
authorTimm Bäder <mail@baedert.org>
Fri, 11 Oct 2019 08:16:39 +0000 (10:16 +0200)
committerTimm Bäder <mail@baedert.org>
Fri, 11 Oct 2019 08:16:39 +0000 (10:16 +0200)
gsk/gl/gskglrenderer.c
gsk/resources/glsl/unblurred_outset_shadow.fs.glsl

index 64c9a116f682d044326b366200521387b44275f6..137f64d3ea65be946ea671dd52d7f9da4e91bbfa 100644 (file)
@@ -1391,8 +1391,6 @@ render_unblurred_outset_shadow_node (GskGLRenderer       *self,
   GskRoundedRect r = *gsk_outset_shadow_node_peek_outline (node);
   RenderOp *op;
 
-  gsk_rounded_rect_shrink (&r, -spread, -spread, -spread, -spread);
-
   ops_set_program (builder, &self->unblurred_outset_shadow_program);
   op = ops_begin (builder, OP_CHANGE_UNBLURRED_OUTSET_SHADOW);
   rgba_to_float (gsk_outset_shadow_node_peek_color (node), op->unblurred_outset_shadow.color);
index 1ae48ecb49407ecbe9b413d2687d9e87a999c624..f859123d523253e8d835d13de8bfb3e341ea52cb 100644 (file)
@@ -12,9 +12,10 @@ void main() {
   f.x += u_viewport.x;
   f.y = (u_viewport.y + u_viewport.w) - f.y;
 
-  RoundedRect outline = RoundedRect(vec4(u_outline.xy, u_outline.xy + u_outline.zw),
+  RoundedRect inside = RoundedRect(vec4(u_outline.xy, u_outline.xy + u_outline.zw),
                                     u_corner_widths, u_corner_heights);
-  RoundedRect inside = rounded_rect_shrink(outline, vec4(u_spread));
+
+  RoundedRect outline = rounded_rect_shrink(inside, vec4(- u_spread));
 
   vec2 offset = vec2(u_offset.x, - u_offset.y);
   vec4 color = vec4(u_color.rgb * u_color.a, u_color.a);