6ef9ab6a0b
The changes from commitb4f5f1e461
andb394d184cc
increased the instructions required for the fade fragment shader. This is over the limit for some hardware (like intel gen3), which causes the driver to fallback to software rendering for the shader. The result is that painting a scrollview that has a fade effect takes around 30 (!!) seconds. So lets go back to the old effect for 3.8 until we find a solution. https://bugzilla.gnome.org/show_bug.cgi?id=696404
81 lines
2.4 KiB
GLSL
81 lines
2.4 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 vfade_offset;
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uniform float hfade_offset;
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uniform float vvalue;
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uniform float hvalue;
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/*
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* Used to pass the fade area to the shader
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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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uniform mat2 fade_area;
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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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/*
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* We cannot just return here due to a bug in llvmpipe see:
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* https://bugzilla.freedesktop.org/show_bug.cgi?id=62357
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*/
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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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float ratio = 1.0;
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float fade_bottom_start = fade_area[1][1] - vfade_offset;
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float fade_right_start = fade_area[1][0] - hfade_offset;
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bool fade_top = y < vfade_offset && vvalue > 0.0;
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bool fade_bottom = y > fade_bottom_start && vvalue < 1.0;
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bool fade_left = x < hfade_offset && hvalue > 0.0;
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bool fade_right = x > fade_right_start && hvalue < 1.0;
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float vfade_scale = height / vfade_offset;
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if (fade_top) {
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ratio *= y / vfade_offset;
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}
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if (fade_bottom) {
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ratio *= (fade_area[1][1] - y) / (fade_area[1][1] - fade_bottom_start);
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}
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float hfade_scale = width / hfade_offset;
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if (fade_left) {
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ratio *= x / hfade_offset;
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}
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if (fade_right) {
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ratio *= (fade_area[1][0] - x) / (fade_area[1][0] - fade_right_start);
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}
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cogl_color_out *= ratio;
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}
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}
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