diff --git a/src/st/st-scroll-view-fade.glsl b/src/st/st-scroll-view-fade.glsl index 4324c00b7..0c76c5396 100644 --- a/src/st/st-scroll-view-fade.glsl +++ b/src/st/st-scroll-view-fade.glsl @@ -36,13 +36,6 @@ uniform float hvalue; */ uniform mat2 fade_area; -/* - * Scale from [0.0, 1.0] to [1.0, 1.0]. Do this by - * changing it to scaling [1.0, 0.0] to [0.0, 0.0] - * and then transforming the end result. - */ -#define FADE(gradient, factor) (1.0 - (1.0 - gradient) * factor) - void main () { cogl_color_out = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy)); @@ -66,20 +59,20 @@ void main () float vfade_scale = height / vfade_offset; if (fade_top) { - ratio *= FADE((y / vfade_offset), min(sqrt(vvalue) * vfade_scale, 1.0)); + ratio *= y / vfade_offset; } if (fade_bottom) { - ratio *= FADE((fade_area[1][1] - y)/(fade_area[1][1] - fade_bottom_start), min(sqrt(1.0 - vvalue) * vfade_scale, 1.0)); + ratio *= (fade_area[1][1] - y) / (fade_area[1][1] - fade_bottom_start); } float hfade_scale = width / hfade_offset; if (fade_left) { - ratio *= FADE(x / hfade_offset, min(sqrt(hvalue) * hfade_scale, 1.0)); + ratio *= x / hfade_offset; } if (fade_right) { - ratio *= FADE((fade_area[1][0] - x)/(fade_area[1][0] - fade_right_start), min(sqrt(1.0 - hvalue) * hfade_scale, 1.0)); + ratio *= (fade_area[1][0] - x) / (fade_area[1][0] - fade_right_start); } cogl_color_out *= ratio;