Preparation for the future.
{ "texture", 1, gsk_vulkan_color_text_pipeline_new },
{ "texture-clip", 1, gsk_vulkan_color_text_pipeline_new },
{ "texture-clip-rounded", 1, gsk_vulkan_color_text_pipeline_new },
- { "crossfade", 2, gsk_vulkan_cross_fade_pipeline_new },
- { "crossfade-clip", 2, gsk_vulkan_cross_fade_pipeline_new },
- { "crossfade-clip-rounded", 2, gsk_vulkan_cross_fade_pipeline_new },
+ { "cross-fade", 2, gsk_vulkan_cross_fade_pipeline_new },
+ { "cross-fade-clip", 2, gsk_vulkan_cross_fade_pipeline_new },
+ { "cross-fade-clip-rounded", 2, gsk_vulkan_cross_fade_pipeline_new },
{ "blend-mode", 2, gsk_vulkan_blend_mode_pipeline_new },
{ "blend-mode-clip", 2, gsk_vulkan_blend_mode_pipeline_new },
{ "blend-mode-clip-rounded", 2, gsk_vulkan_blend_mode_pipeline_new },
--- /dev/null
+#version 450
+
+#include "common.frag.glsl"
+#include "clip.frag.glsl"
+#include "rect.frag.glsl"
+
+layout(location = 0) in vec2 inPos;
+layout(location = 1) in Rect inStartRect;
+layout(location = 2) in Rect inEndRect;
+layout(location = 3) in vec2 inStartTexCoord;
+layout(location = 4) in vec2 inEndTexCoord;
+layout(location = 5) flat in uvec2 inStartTexId;
+layout(location = 6) flat in uvec2 inEndTexId;
+layout(location = 7) in float inProgress;
+
+layout(location = 0) out vec4 color;
+
+void main()
+{
+ float start_alpha = rect_coverage (inStartRect, inPos);
+ vec4 start = texture (get_sampler (inStartTexId), inStartTexCoord) * start_alpha;
+ float end_alpha = rect_coverage (inEndRect, inPos);
+ vec4 end = texture (get_sampler (inEndTexId), inEndTexCoord) * end_alpha;
+
+ color = clip_scaled (inPos, mix (start, end, inProgress));
+}
--- /dev/null
+#version 450
+
+#include "common.vert.glsl"
+#include "rect.vert.glsl"
+
+layout(location = 0) in vec4 inRect;
+layout(location = 1) in vec4 inStartRect;
+layout(location = 2) in vec4 inEndRect;
+layout(location = 3) in vec4 inStartTexRect;
+layout(location = 4) in vec4 inEndTexRect;
+layout(location = 5) in uvec2 inStartTexId;
+layout(location = 6) in uvec2 inEndTexId;
+layout(location = 7) in float inProgress;
+
+layout(location = 0) out vec2 outPos;
+layout(location = 1) flat out Rect outStartRect;
+layout(location = 2) flat out Rect outEndRect;
+layout(location = 3) out vec2 outStartTexCoord;
+layout(location = 4) out vec2 outEndTexCoord;
+layout(location = 5) flat out uvec2 outStartTexId;
+layout(location = 6) flat out uvec2 outEndTexId;
+layout(location = 7) flat out float outProgress;
+
+void main() {
+ Rect r = rect_from_gsk (inRect);
+ vec2 pos = set_position_from_rect (r);
+
+ outPos = pos;
+ outStartRect = rect_from_gsk (inStartRect);
+ outEndRect = rect_from_gsk (inEndRect);
+ outStartTexCoord = scale_tex_coord (pos, r, inStartTexRect);
+ outEndTexCoord = scale_tex_coord (pos, r, inEndTexRect);
+ outStartTexId = inStartTexId;
+ outEndTexId = inEndTexId;
+ outProgress = inProgress;
+}
+++ /dev/null
-#version 450
-
-#include "common.frag.glsl"
-#include "clip.frag.glsl"
-#include "rect.frag.glsl"
-
-layout(location = 0) in vec2 inPos;
-layout(location = 1) in Rect inStartRect;
-layout(location = 2) in Rect inEndRect;
-layout(location = 3) in vec2 inStartTexCoord;
-layout(location = 4) in vec2 inEndTexCoord;
-layout(location = 5) flat in uvec2 inStartTexId;
-layout(location = 6) flat in uvec2 inEndTexId;
-layout(location = 7) in float inProgress;
-
-layout(location = 0) out vec4 color;
-
-void main()
-{
- float start_alpha = rect_coverage (inStartRect, inPos);
- vec4 start = texture (get_sampler (inStartTexId), inStartTexCoord) * start_alpha;
- float end_alpha = rect_coverage (inEndRect, inPos);
- vec4 end = texture (get_sampler (inEndTexId), inEndTexCoord) * end_alpha;
-
- color = clip_scaled (inPos, mix (start, end, inProgress));
-}
+++ /dev/null
-#version 450
-
-#include "common.vert.glsl"
-#include "rect.vert.glsl"
-
-layout(location = 0) in vec4 inRect;
-layout(location = 1) in vec4 inStartRect;
-layout(location = 2) in vec4 inEndRect;
-layout(location = 3) in vec4 inStartTexRect;
-layout(location = 4) in vec4 inEndTexRect;
-layout(location = 5) in uvec2 inStartTexId;
-layout(location = 6) in uvec2 inEndTexId;
-layout(location = 7) in float inProgress;
-
-layout(location = 0) out vec2 outPos;
-layout(location = 1) flat out Rect outStartRect;
-layout(location = 2) flat out Rect outEndRect;
-layout(location = 3) out vec2 outStartTexCoord;
-layout(location = 4) out vec2 outEndTexCoord;
-layout(location = 5) flat out uvec2 outStartTexId;
-layout(location = 6) flat out uvec2 outEndTexId;
-layout(location = 7) flat out float outProgress;
-
-void main() {
- Rect r = rect_from_gsk (inRect);
- vec2 pos = set_position_from_rect (r);
-
- outPos = pos;
- outStartRect = rect_from_gsk (inStartRect);
- outEndRect = rect_from_gsk (inEndRect);
- outStartTexCoord = scale_tex_coord (pos, r, inStartTexRect);
- outEndTexCoord = scale_tex_coord (pos, r, inEndTexRect);
- outStartTexId = inStartTexId;
- outEndTexId = inEndTexId;
- outProgress = inProgress;
-}
'border.frag',
'color.frag',
'color-matrix.frag',
- 'crossfade.frag',
+ 'cross-fade.frag',
'inset-shadow.frag',
'linear.frag',
'mask.frag',
'border.vert',
'color.vert',
'color-matrix.vert',
- 'crossfade.vert',
+ 'cross-fade.vert',
'inset-shadow.vert',
'linear.vert',
'mask.vert',