/* * 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 . */ uniform sampler2D tex; uniform float height; uniform float width; uniform float vfade_offset; uniform float hfade_offset; uniform float vvalue; uniform float hvalue; uniform bool fade_edges; uniform vec2 fade_area_topleft; uniform vec2 fade_area_bottomright; 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_topleft[0] && x < fade_area_bottomright[0] && y > fade_area_topleft[1] && y < fade_area_bottomright[1]) { float ratio = 1.0; float fade_bottom_start = fade_area_bottomright[1] - vfade_offset; float fade_right_start = fade_area_bottomright[0] - hfade_offset; bool fade_top = y < vfade_offset && (fade_edges ? vvalue >= 0.0 : vvalue > 0.0); bool fade_bottom = y > fade_bottom_start && (fade_edges ? vvalue <= 1.0 : vvalue < 1.0); bool fade_left = x < hfade_offset && (fade_edges ? hvalue >= 0.0 : hvalue > 0.0); bool fade_right = x > fade_right_start && (fade_edges ? hvalue <= 1.0 : hvalue < 1.0); float vfade_scale = height / vfade_offset; if (fade_top) { ratio *= y / vfade_offset; } if (fade_bottom) { ratio *= (fade_area_bottomright[1] - y) / (fade_area_bottomright[1] - fade_bottom_start); } float hfade_scale = width / hfade_offset; if (fade_left) { ratio *= x / hfade_offset; } if (fade_right) { ratio *= (fade_area_bottomright[0] - x) / (fade_area_bottomright[0] - fade_right_start); } cogl_color_out *= ratio; } }