st: Make StScrollViewFade a ClutterShaderEffect
The cogl_shader_XXX and cogl_program_YYY APIs have been deprecated this cycle, so port to ClutterShaderEffect instead. https://bugzilla.gnome.org/show_bug.cgi?id=707508
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@ -41,40 +41,26 @@ typedef struct _StScrollViewFadeClass StScrollViewFadeClass;
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struct _StScrollViewFade
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struct _StScrollViewFade
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{
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{
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ClutterOffscreenEffect parent_instance;
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ClutterShaderEffect parent_instance;
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/* a back pointer to our actor, so that we can query it */
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/* a back pointer to our actor, so that we can query it */
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ClutterActor *actor;
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ClutterActor *actor;
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CoglHandle shader;
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CoglHandle program;
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gint tex_uniform;
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gint height_uniform;
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gint width_uniform;
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gint fade_area_uniform;
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gint vfade_offset_uniform;
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gint hfade_offset_uniform;
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gint vvalue_uniform;
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gint hvalue_uniform;
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StAdjustment *vadjustment;
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StAdjustment *vadjustment;
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StAdjustment *hadjustment;
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StAdjustment *hadjustment;
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guint is_attached : 1;
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float vfade_offset;
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float vfade_offset;
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float hfade_offset;
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float hfade_offset;
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};
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};
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struct _StScrollViewFadeClass
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struct _StScrollViewFadeClass
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{
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{
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ClutterOffscreenEffectClass parent_class;
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ClutterShaderEffectClass parent_class;
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};
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};
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G_DEFINE_TYPE (StScrollViewFade,
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G_DEFINE_TYPE (StScrollViewFade,
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st_scroll_view_fade,
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st_scroll_view_fade,
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CLUTTER_TYPE_OFFSCREEN_EFFECT);
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CLUTTER_TYPE_SHADER_EFFECT);
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enum {
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enum {
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PROP_0,
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PROP_0,
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@ -83,58 +69,6 @@ enum {
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PROP_HFADE_OFFSET
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PROP_HFADE_OFFSET
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};
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};
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static gboolean
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st_scroll_view_fade_pre_paint (ClutterEffect *effect)
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{
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StScrollViewFade *self = ST_SCROLL_VIEW_FADE (effect);
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ClutterEffectClass *parent_class;
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if (self->shader == COGL_INVALID_HANDLE)
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return FALSE;
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if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
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return FALSE;
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if (self->actor == NULL)
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return FALSE;
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if (self->program == COGL_INVALID_HANDLE)
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self->program = cogl_create_program ();
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if (!self->is_attached)
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{
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g_assert (self->shader != COGL_INVALID_HANDLE);
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g_assert (self->program != COGL_INVALID_HANDLE);
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cogl_program_attach_shader (self->program, self->shader);
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cogl_program_link (self->program);
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cogl_handle_unref (self->shader);
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self->is_attached = TRUE;
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self->tex_uniform =
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cogl_program_get_uniform_location (self->program, "tex");
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self->height_uniform =
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cogl_program_get_uniform_location (self->program, "height");
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self->width_uniform =
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cogl_program_get_uniform_location (self->program, "width");
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self->fade_area_uniform =
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cogl_program_get_uniform_location (self->program, "fade_area");
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self->vfade_offset_uniform =
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cogl_program_get_uniform_location (self->program, "vfade_offset");
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self->hfade_offset_uniform =
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cogl_program_get_uniform_location (self->program, "hfade_offset");
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self->vvalue_uniform =
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cogl_program_get_uniform_location (self->program, "vvalue");
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self->hvalue_uniform =
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cogl_program_get_uniform_location (self->program, "hvalue");
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}
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parent_class = CLUTTER_EFFECT_CLASS (st_scroll_view_fade_parent_class);
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return parent_class->pre_paint (effect);
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}
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static CoglHandle
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static CoglHandle
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st_scroll_view_fade_create_texture (ClutterOffscreenEffect *effect,
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st_scroll_view_fade_create_texture (ClutterOffscreenEffect *effect,
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gfloat min_width,
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gfloat min_width,
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@ -146,10 +80,18 @@ st_scroll_view_fade_create_texture (ClutterOffscreenEffect *effect,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE);
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COGL_PIXEL_FORMAT_RGBA_8888_PRE);
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}
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}
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static char *
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st_scroll_view_fade_get_static_shader_source (ClutterShaderEffect *effect)
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{
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return g_strdup (st_scroll_view_fade_glsl);
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}
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static void
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static void
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st_scroll_view_fade_paint_target (ClutterOffscreenEffect *effect)
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st_scroll_view_fade_paint_target (ClutterOffscreenEffect *effect)
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{
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{
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StScrollViewFade *self = ST_SCROLL_VIEW_FADE (effect);
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StScrollViewFade *self = ST_SCROLL_VIEW_FADE (effect);
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ClutterShaderEffect *shader = CLUTTER_SHADER_EFFECT (effect);
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ClutterOffscreenEffectClass *parent;
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ClutterOffscreenEffectClass *parent;
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CoglHandle material;
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CoglHandle material;
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@ -160,21 +102,10 @@ st_scroll_view_fade_paint_target (ClutterOffscreenEffect *effect)
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ClutterActorBox allocation, content_box, paint_box;
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ClutterActorBox allocation, content_box, paint_box;
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/*
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float fade_area_topleft[2];
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* Used to pass the fade area to the shader
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float fade_area_bottomright[2];
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*
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* [0][0] = x1
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* [0][1] = y1
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* [1][0] = x2
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* [1][1] = y2
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*
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*/
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float fade_area[2][2];
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ClutterVertex verts[4];
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ClutterVertex verts[4];
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if (self->program == COGL_INVALID_HANDLE)
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goto out;
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clutter_actor_get_paint_box (self->actor, &paint_box);
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clutter_actor_get_paint_box (self->actor, &paint_box);
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clutter_actor_get_abs_allocation_vertices (self->actor, verts);
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clutter_actor_get_abs_allocation_vertices (self->actor, verts);
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@ -186,10 +117,10 @@ st_scroll_view_fade_paint_target (ClutterOffscreenEffect *effect)
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* The FBO is based on the paint_volume's size which can be larger then the actual
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* The FBO is based on the paint_volume's size which can be larger then the actual
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* allocation, so we have to account for that when passing the positions
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* allocation, so we have to account for that when passing the positions
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*/
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*/
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fade_area[0][0] = content_box.x1 + (verts[0].x - paint_box.x1);
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fade_area_topleft[0] = content_box.x1 + (verts[0].x - paint_box.x1);
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fade_area[0][1] = content_box.y1 + (verts[0].y - paint_box.y1);
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fade_area_topleft[1] = content_box.y1 + (verts[0].y - paint_box.y1);
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fade_area[1][0] = content_box.x2 + (verts[3].x - paint_box.x2);
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fade_area_bottomright[0] = content_box.x2 + (verts[3].x - paint_box.x2);
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fade_area[1][1] = content_box.y2 + (verts[3].y - paint_box.y2);
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fade_area_bottomright[1] = content_box.y2 + (verts[3].y - paint_box.y2);
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g_object_get (ST_SCROLL_VIEW (self->actor),
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g_object_get (ST_SCROLL_VIEW (self->actor),
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"hscrollbar-visible", &h_scroll_visible,
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"hscrollbar-visible", &h_scroll_visible,
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@ -199,47 +130,32 @@ st_scroll_view_fade_paint_target (ClutterOffscreenEffect *effect)
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if (v_scroll_visible)
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if (v_scroll_visible)
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{
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{
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if (clutter_actor_get_text_direction (self->actor) == CLUTTER_TEXT_DIRECTION_RTL)
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if (clutter_actor_get_text_direction (self->actor) == CLUTTER_TEXT_DIRECTION_RTL)
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fade_area[0][0] += clutter_actor_get_width (vscroll);
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fade_area_topleft[0] += clutter_actor_get_width (vscroll);
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fade_area[1][0] -= clutter_actor_get_width (vscroll);
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fade_area_bottomright[0] -= clutter_actor_get_width (vscroll);
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}
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}
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if (h_scroll_visible)
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if (h_scroll_visible)
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fade_area[1][1] -= clutter_actor_get_height (hscroll);
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fade_area_bottomright[1] -= clutter_actor_get_height (hscroll);
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if (self->vvalue_uniform > -1)
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st_adjustment_get_values (self->vadjustment, &value, &lower, &upper, NULL, NULL, &page_size);
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{
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value = (value - lower) / (upper - page_size - lower);
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st_adjustment_get_values (self->vadjustment, &value, &lower, &upper, NULL, NULL, &page_size);
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clutter_shader_effect_set_uniform (shader, "vvalue", G_TYPE_FLOAT, 1, value);
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value = (value - lower) / (upper - page_size - lower);
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cogl_program_set_uniform_1f (self->program, self->vvalue_uniform, value);
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}
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if (self->hvalue_uniform > -1)
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st_adjustment_get_values (self->hadjustment, &value, &lower, &upper, NULL, NULL, &page_size);
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{
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value = (value - lower) / (upper - page_size - lower);
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st_adjustment_get_values (self->hadjustment, &value, &lower, &upper, NULL, NULL, &page_size);
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clutter_shader_effect_set_uniform (shader, "hvalue", G_TYPE_FLOAT, 1, value);
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value = (value - lower) / (upper - page_size - lower);
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cogl_program_set_uniform_1f (self->program, self->hvalue_uniform, value);
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}
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if (self->vfade_offset_uniform > -1)
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clutter_shader_effect_set_uniform (shader, "vfade_offset", G_TYPE_FLOAT, 1, self->vfade_offset);
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cogl_program_set_uniform_1f (self->program, self->vfade_offset_uniform, self->vfade_offset);
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clutter_shader_effect_set_uniform (shader, "hfade_offset", G_TYPE_FLOAT, 1, self->hfade_offset);
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if (self->hfade_offset_uniform > -1)
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clutter_shader_effect_set_uniform (shader, "tex", G_TYPE_INT, 1, 0);
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cogl_program_set_uniform_1f (self->program, self->hfade_offset_uniform, self->hfade_offset);
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clutter_shader_effect_set_uniform (shader, "height", G_TYPE_FLOAT, 1, clutter_actor_get_height (self->actor));
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if (self->tex_uniform > -1)
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clutter_shader_effect_set_uniform (shader, "width", G_TYPE_FLOAT, 1, clutter_actor_get_width (self->actor));
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cogl_program_set_uniform_1i (self->program, self->tex_uniform, 0);
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clutter_shader_effect_set_uniform (shader, "fade_area_topleft", CLUTTER_TYPE_SHADER_FLOAT, 2, fade_area_topleft);
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if (self->height_uniform > -1)
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clutter_shader_effect_set_uniform (shader, "fade_area_bottomright", CLUTTER_TYPE_SHADER_FLOAT, 2, fade_area_bottomright);
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cogl_program_set_uniform_1f (self->program, self->height_uniform, clutter_actor_get_height (self->actor));
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if (self->width_uniform > -1)
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cogl_program_set_uniform_1f (self->program, self->width_uniform, clutter_actor_get_width (self->actor));
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if (self->fade_area_uniform > -1)
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cogl_program_set_uniform_matrix (self->program, self->fade_area_uniform, 2, 1, FALSE, (const float *)fade_area);
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material = clutter_offscreen_effect_get_target (effect);
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cogl_material_set_user_program (material, self->program);
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out:
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parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (st_scroll_view_fade_parent_class);
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parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (st_scroll_view_fade_parent_class);
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parent->paint_target (effect);
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parent->paint_target(effect);
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}
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}
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static void
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static void
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@ -271,12 +187,6 @@ st_scroll_view_fade_set_actor (ClutterActorMeta *meta,
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g_return_if_fail (actor == NULL || ST_IS_SCROLL_VIEW (actor));
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g_return_if_fail (actor == NULL || ST_IS_SCROLL_VIEW (actor));
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if (self->shader == COGL_INVALID_HANDLE)
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{
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clutter_actor_meta_set_enabled (meta, FALSE);
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return;
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}
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if (self->vadjustment)
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if (self->vadjustment)
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{
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{
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g_signal_handlers_disconnect_by_func (self->vadjustment,
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g_signal_handlers_disconnect_by_func (self->vadjustment,
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@ -325,14 +235,6 @@ st_scroll_view_fade_dispose (GObject *gobject)
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{
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{
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StScrollViewFade *self = ST_SCROLL_VIEW_FADE (gobject);
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StScrollViewFade *self = ST_SCROLL_VIEW_FADE (gobject);
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if (self->program != COGL_INVALID_HANDLE)
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{
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cogl_handle_unref (self->program);
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self->program = COGL_INVALID_HANDLE;
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self->shader = COGL_INVALID_HANDLE;
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}
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if (self->vadjustment)
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if (self->vadjustment)
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{
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{
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g_signal_handlers_disconnect_by_func (self->vadjustment,
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g_signal_handlers_disconnect_by_func (self->vadjustment,
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@ -437,8 +339,8 @@ st_scroll_view_fade_get_property (GObject *object,
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static void
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static void
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st_scroll_view_fade_class_init (StScrollViewFadeClass *klass)
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st_scroll_view_fade_class_init (StScrollViewFadeClass *klass)
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{
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{
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ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterShaderEffectClass *shader_class;
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ClutterOffscreenEffectClass *offscreen_class;
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ClutterOffscreenEffectClass *offscreen_class;
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ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
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ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
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@ -448,7 +350,8 @@ st_scroll_view_fade_class_init (StScrollViewFadeClass *klass)
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meta_class->set_actor = st_scroll_view_fade_set_actor;
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meta_class->set_actor = st_scroll_view_fade_set_actor;
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effect_class->pre_paint = st_scroll_view_fade_pre_paint;
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shader_class = CLUTTER_SHADER_EFFECT_CLASS (klass);
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shader_class->get_static_shader_source = st_scroll_view_fade_get_static_shader_source;
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offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
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offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
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offscreen_class->create_texture = st_scroll_view_fade_create_texture;
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offscreen_class->create_texture = st_scroll_view_fade_create_texture;
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@ -474,44 +377,8 @@ st_scroll_view_fade_class_init (StScrollViewFadeClass *klass)
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static void
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static void
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st_scroll_view_fade_init (StScrollViewFade *self)
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st_scroll_view_fade_init (StScrollViewFade *self)
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{
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{
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static CoglHandle shader = COGL_INVALID_HANDLE;
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if (shader == COGL_INVALID_HANDLE)
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{
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if (clutter_feature_available (CLUTTER_FEATURE_SHADERS_GLSL))
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{
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shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
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cogl_shader_source (shader, (const char *) st_scroll_view_fade_glsl);
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cogl_shader_compile (shader);
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if (!cogl_shader_is_compiled (shader))
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{
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gchar *log_buf = cogl_shader_get_info_log (shader);
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g_warning (G_STRLOC ": Unable to compile the fade shader: %s",
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log_buf);
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g_free (log_buf);
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cogl_handle_unref (shader);
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shader = COGL_INVALID_HANDLE;
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}
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}
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}
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self->shader = shader;
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self->is_attached = FALSE;
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self->tex_uniform = -1;
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self->height_uniform = -1;
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self->width_uniform = -1;
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self->fade_area_uniform = -1;
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self->vfade_offset_uniform = -1;
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self->hfade_offset_uniform = -1;
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self->vvalue_uniform = -1;
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self->hvalue_uniform = -1;
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self->vfade_offset = DEFAULT_FADE_OFFSET;
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self->vfade_offset = DEFAULT_FADE_OFFSET;
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self->hfade_offset = DEFAULT_FADE_OFFSET;
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self->hfade_offset = DEFAULT_FADE_OFFSET;
|
||||||
|
|
||||||
if (shader != COGL_INVALID_HANDLE)
|
|
||||||
cogl_handle_ref (self->shader);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
ClutterEffect *
|
ClutterEffect *
|
||||||
|
@ -25,16 +25,8 @@ uniform float hfade_offset;
|
|||||||
uniform float vvalue;
|
uniform float vvalue;
|
||||||
uniform float hvalue;
|
uniform float hvalue;
|
||||||
|
|
||||||
/*
|
uniform vec2 fade_area_topleft;
|
||||||
* Used to pass the fade area to the shader
|
uniform vec2 fade_area_bottomright;
|
||||||
*
|
|
||||||
* [0][0] = x1
|
|
||||||
* [0][1] = y1
|
|
||||||
* [1][0] = x2
|
|
||||||
* [1][1] = y2
|
|
||||||
*
|
|
||||||
*/
|
|
||||||
uniform mat2 fade_area;
|
|
||||||
|
|
||||||
void main ()
|
void main ()
|
||||||
{
|
{
|
||||||
@ -47,11 +39,11 @@ void main ()
|
|||||||
* We cannot just return here due to a bug in llvmpipe see:
|
* We cannot just return here due to a bug in llvmpipe see:
|
||||||
* https://bugzilla.freedesktop.org/show_bug.cgi?id=62357
|
* https://bugzilla.freedesktop.org/show_bug.cgi?id=62357
|
||||||
*/
|
*/
|
||||||
if (x > fade_area[0][0] && x < fade_area[1][0] &&
|
if (x > fade_area_topleft[0] && x < fade_area_bottomright[0] &&
|
||||||
y > fade_area[0][1] && y < fade_area[1][1]) {
|
y > fade_area_topleft[1] && y < fade_area_bottomright[1]) {
|
||||||
float ratio = 1.0;
|
float ratio = 1.0;
|
||||||
float fade_bottom_start = fade_area[1][1] - vfade_offset;
|
float fade_bottom_start = fade_area_bottomright[1] - vfade_offset;
|
||||||
float fade_right_start = fade_area[1][0] - hfade_offset;
|
float fade_right_start = fade_area_bottomright[0] - hfade_offset;
|
||||||
bool fade_top = y < vfade_offset && vvalue > 0.0;
|
bool fade_top = y < vfade_offset && vvalue > 0.0;
|
||||||
bool fade_bottom = y > fade_bottom_start && vvalue < 1.0;
|
bool fade_bottom = y > fade_bottom_start && vvalue < 1.0;
|
||||||
bool fade_left = x < hfade_offset && hvalue > 0.0;
|
bool fade_left = x < hfade_offset && hvalue > 0.0;
|
||||||
@ -63,7 +55,7 @@ void main ()
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (fade_bottom) {
|
if (fade_bottom) {
|
||||||
ratio *= (fade_area[1][1] - y) / (fade_area[1][1] - fade_bottom_start);
|
ratio *= (fade_area_bottomright[1] - y) / (fade_area_bottomright[1] - fade_bottom_start);
|
||||||
}
|
}
|
||||||
|
|
||||||
float hfade_scale = width / hfade_offset;
|
float hfade_scale = width / hfade_offset;
|
||||||
@ -72,7 +64,7 @@ void main ()
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (fade_right) {
|
if (fade_right) {
|
||||||
ratio *= (fade_area[1][0] - x) / (fade_area[1][0] - fade_right_start);
|
ratio *= (fade_area_bottomright[0] - x) / (fade_area_bottomright[0] - fade_right_start);
|
||||||
}
|
}
|
||||||
|
|
||||||
cogl_color_out *= ratio;
|
cogl_color_out *= ratio;
|
||||||
|
Loading…
Reference in New Issue
Block a user