![Florian Müllner](/assets/img/avatar_default.png)
Since commit f60a469a34e, everything outside the fade area is painted fully transparent. That is required for the fade effect during app grid navigation, to prevent unfaded parts of surrounding pages becoming visible on wide-screen displays. However in most other cases, that behavior is the exact opposite of what we want: Elements outside the fade area (like scroll bars) should never fade. In order to fix the regular case, hide the new behavior behind a property. https://gitlab.gnome.org/GNOME/gnome-shell/-/issues/4234 Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1831>
82 lines
2.9 KiB
GLSL
82 lines
2.9 KiB
GLSL
/*
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* st-scroll-view-fade.glsl: Edge fade effect for StScrollView
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*
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* Copyright 2010 Intel Corporation.
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* Copyright 2011 Adel Gadllah
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms and conditions of the GNU Lesser General Public License,
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* version 2.1, as published by the Free Software Foundation.
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*
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* This program is distributed in the hope it will be useful, but WITHOUT ANY
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* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for
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* more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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uniform sampler2D tex;
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uniform float height;
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uniform float width;
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uniform float fade_offset_top;
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uniform float fade_offset_bottom;
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uniform float fade_offset_left;
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uniform float fade_offset_right;
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uniform bool fade_edges_top;
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uniform bool fade_edges_right;
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uniform bool fade_edges_bottom;
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uniform bool fade_edges_left;
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uniform bool extend_fade_area;
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uniform vec2 fade_area_topleft;
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uniform vec2 fade_area_bottomright;
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void main ()
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{
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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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float ratio = 1.0;
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if (x > fade_area_topleft[0] && x < fade_area_bottomright[0] &&
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y > fade_area_topleft[1] && y < fade_area_bottomright[1])
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{
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float fade_top_start = fade_area_topleft[1] + fade_offset_top;
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float fade_left_start = fade_area_topleft[0] + fade_offset_left;
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float fade_bottom_start = fade_area_bottomright[1] - fade_offset_bottom;
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float fade_right_start = fade_area_bottomright[0] - fade_offset_right;
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bool fade_top = y < fade_top_start && fade_edges_top;
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bool fade_bottom = y > fade_bottom_start && fade_edges_bottom;
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bool fade_left = x < fade_left_start && fade_edges_left;
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bool fade_right = x > fade_right_start && fade_edges_right;
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if (fade_top) {
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ratio *= (fade_area_topleft[1] - y) / (fade_area_topleft[1] - fade_top_start);
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}
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if (fade_bottom) {
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ratio *= (fade_area_bottomright[1] - y) / (fade_area_bottomright[1] - fade_bottom_start);
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}
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if (fade_left) {
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ratio *= (fade_area_topleft[0] - x) / (fade_area_topleft[0] - fade_left_start);
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}
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if (fade_right) {
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ratio *= (fade_area_bottomright[0] - x) / (fade_area_bottomright[0] - fade_right_start);
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}
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} else if (extend_fade_area) {
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if (x <= fade_area_topleft[0] && fade_edges_left ||
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x >= fade_area_bottomright[0] && fade_edges_right ||
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y <= fade_area_topleft[1] && fade_edges_top ||
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y >= fade_area_bottomright[1] && fade_edges_bottom) {
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ratio = 0.0;
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}
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}
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cogl_color_out *= ratio;
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}
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