scroll-view-fade: Clean up GLSL
Basic cleanup of what we're doing already. This moves a bunch of the "inside the fade area" checks to the top, before doing any calculations. https://bugzilla.gnome.org/show_bug.cgi?id=689249
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@ -38,9 +38,15 @@ uniform mat2 fade_area;
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void main ()
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{
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vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy));
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cogl_color_out = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy));
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float y = height * cogl_tex_coord_in[0].y;
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float x = width * cogl_tex_coord_in[0].x;
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if (x < fade_area[0][0] || x > fade_area[1][0] ||
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y < fade_area[0][1] || y > fade_area[1][1])
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return;
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float ratio = 1.0;
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float fade_bottom_start = fade_area[1][1] - offset_bottom;
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float fade_right_start = fade_area[1][0] - offset_right;
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@ -49,10 +55,10 @@ void main ()
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float ratio_left = x / offset_left;
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float ratio_right = (fade_area[1][0] - x)/(fade_area[1][0] - fade_right_start);
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bool in_scroll_area = fade_area[0][0] <= x && fade_area[1][0] >= x;
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bool fade_top = y < offset_top && in_scroll_area && (y >= fade_area[0][1]);
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bool fade_bottom = y > fade_bottom_start && in_scroll_area && (y <= fade_area[1][1]);
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bool fade_left = x < offset_left && in_scroll_area && (x >= fade_area[0][0]);
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bool fade_right = x > fade_right_start && in_scroll_area && (x <= fade_area[1][0]);
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bool fade_top = y < offset_top;
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bool fade_bottom = y > fade_bottom_start;
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bool fade_left = x < offset_left;
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bool fade_right = x > fade_right_start;
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if (fade_top) {
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ratio *= ratio_top;
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@ -70,5 +76,5 @@ void main ()
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ratio *= ratio_right;
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}
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cogl_color_out = color * ratio;
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cogl_color_out *= ratio;
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}
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