gnome-shell/src/st/st-scroll-view-fade.glsl
Adel Gadllah 45fc7ec01f st-scroll-view-fade: Don't use return in the shader
Returing from main() makes llvmpipe unhappy (produces black output color),
so rework the logic to avoid the return.

https://bugzilla.gnome.org/show_bug.cgi?id=695607
2013-03-14 22:43:14 +01:00

88 lines
2.8 KiB
GLSL

/*
* st-scroll-view-fade.glsl: Edge fade effect for StScrollView
*
* Copyright 2010 Intel Corporation.
* Copyright 2011 Adel Gadllah
*
* This program is free software; you can redistribute it and/or modify it
* under the terms and conditions of the GNU Lesser General Public License,
* version 2.1, as published by the Free Software Foundation.
*
* This program is distributed in the hope it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for
* more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
uniform sampler2D tex;
uniform float height;
uniform float width;
uniform float vfade_offset;
uniform float hfade_offset;
uniform float vvalue;
uniform float hvalue;
/*
* Used to pass the fade area to the shader
*
* [0][0] = x1
* [0][1] = y1
* [1][0] = x2
* [1][1] = y2
*
*/
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));
float y = height * cogl_tex_coord_in[0].y;
float x = width * cogl_tex_coord_in[0].x;
/*
* We cannot just return here due to a bug in llvmpipe see:
* https://bugzilla.freedesktop.org/show_bug.cgi?id=62357
*/
if (x > fade_area[0][0] && x < fade_area[1][0] &&
y > fade_area[0][1] && y < fade_area[1][1]) {
float ratio = 1.0;
float fade_bottom_start = fade_area[1][1] - vfade_offset;
float fade_right_start = fade_area[1][0] - hfade_offset;
bool fade_top = y < vfade_offset && vvalue > 0.0;
bool fade_bottom = y > fade_bottom_start && vvalue < 1.0;
bool fade_left = x < hfade_offset && hvalue > 0.0;
bool fade_right = x > fade_right_start && hvalue < 1.0;
float vfade_scale = height / vfade_offset;
if (fade_top) {
ratio *= FADE((y / vfade_offset), min(sqrt(vvalue) * vfade_scale, 1.0));
}
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));
}
float hfade_scale = width / hfade_offset;
if (fade_left) {
ratio *= FADE(x / hfade_offset, min(sqrt(hvalue) * hfade_scale, 1.0));
}
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));
}
cogl_color_out *= ratio;
}
}