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author | 2020-05-22 05:52:11 +0200 | |
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committer | 2020-05-22 05:55:28 +0200 | |
commit | 6f71a8e3d5e47ab05653315b0d44b35af6a20338 (patch) | |
tree | 57cbc1f7aa836b021da7ec1e1a05f86b63c35148 /glow/src/shader/quad.frag | |
parent | 1b287cddaf1951bbd65e60996eea6d356c131c1f (diff) | |
download | iced-6f71a8e3d5e47ab05653315b0d44b35af6a20338.tar.gz iced-6f71a8e3d5e47ab05653315b0d44b35af6a20338.tar.bz2 iced-6f71a8e3d5e47ab05653315b0d44b35af6a20338.zip |
Use `get_uniform_location` for wider compatibility
Diffstat (limited to '')
-rw-r--r-- | glow/src/shader/quad.frag | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/glow/src/shader/quad.frag b/glow/src/shader/quad.frag index 17e7216f..cea36bdc 100644 --- a/glow/src/shader/quad.frag +++ b/glow/src/shader/quad.frag @@ -1,15 +1,15 @@ -#version 450 +#version 330 -layout(location = 2) uniform float u_Screen_Height; +uniform float u_ScreenHeight; -layout(location = 0) in vec4 v_Color; -layout(location = 1) in vec4 v_BorderColor; -layout(location = 2) in vec2 v_Pos; -layout(location = 3) in vec2 v_Scale; -layout(location = 4) in float v_BorderRadius; -layout(location = 5) in float v_BorderWidth; +in vec4 v_Color; +in vec4 v_BorderColor; +in vec2 v_Pos; +in vec2 v_Scale; +in float v_BorderRadius; +in float v_BorderWidth; -layout(location = 0) out vec4 o_Color; +out vec4 o_Color; float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius) { @@ -22,8 +22,8 @@ float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius) vec2 bottom_right_distance = frag_coord - bottom_right; vec2 distance = vec2( - max(max(top_left_distance.x, bottom_right_distance.x), 0), - max(max(top_left_distance.y, bottom_right_distance.y), 0) + max(max(top_left_distance.x, bottom_right_distance.x), 0.0), + max(max(top_left_distance.y, bottom_right_distance.y), 0.0) ); return sqrt(distance.x * distance.x + distance.y * distance.y); @@ -32,11 +32,11 @@ float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius) void main() { vec4 mixed_color; - vec2 fragCoord = vec2(gl_FragCoord.x, u_Screen_Height - gl_FragCoord.y); + vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y); // TODO: Remove branching (?) if(v_BorderWidth > 0) { - float internal_border = max(v_BorderRadius - v_BorderWidth, 0); + float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0); float internal_distance = distance( fragCoord, @@ -64,7 +64,7 @@ void main() { ); float radius_alpha = - 1.0 - smoothstep(max(v_BorderRadius - 0.5, 0), v_BorderRadius + 0.5, d); + 1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d); o_Color = vec4(mixed_color.xyz, mixed_color.w * radius_alpha); } |