Program inset_shadow_program;
Program outset_shadow_program;
Program unblurred_outset_shadow_program;
- Program shadow_program;
Program border_program;
Program cross_fade_program;
};
shadow_child, &texture_id, &is_offscreen, FALSE, TRUE);
ops_offset (builder, dx, dy);
- ops_set_program (builder, &self->shadow_program);
+ ops_set_program (builder, &self->coloring_program);
ops_set_color (builder, &shadow->color);
ops_set_texture (builder, texture_id);
if (is_offscreen)
{ "inset shadow", "blit.vs.glsl", "inset_shadow.fs.glsl" },
{ "outset shadow", "blit.vs.glsl", "outset_shadow.fs.glsl" },
{ "unblurred outset shadow", "blit.vs.glsl", "unblurred_outset_shadow.fs.glsl" },
- { "shadow", "blit.vs.glsl", "shadow.fs.glsl" },
{ "border", "blit.vs.glsl", "border.fs.glsl" },
{ "cross fade", "blit.vs.glsl", "cross_fade.fs.glsl" },
};
INIT_PROGRAM_UNIFORM_LOCATION (unblurred_outset_shadow, corner_widths);
INIT_PROGRAM_UNIFORM_LOCATION (unblurred_outset_shadow, corner_heights);
- /* shadow */
- INIT_PROGRAM_UNIFORM_LOCATION (shadow, color);
-
/* border */
INIT_PROGRAM_UNIFORM_LOCATION (border, color);
INIT_PROGRAM_UNIFORM_LOCATION (border, widths);
'resources/glsl/inset_shadow.fs.glsl',
'resources/glsl/outset_shadow.fs.glsl',
'resources/glsl/unblurred_outset_shadow.fs.glsl',
- 'resources/glsl/shadow.fs.glsl',
'resources/glsl/border.fs.glsl',
'resources/glsl/cross_fade.fs.glsl',
'resources/glsl/es2_common.fs.glsl',