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authorLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2020-05-22 05:52:11 +0200
committerLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2020-05-22 05:55:28 +0200
commit6f71a8e3d5e47ab05653315b0d44b35af6a20338 (patch)
tree57cbc1f7aa836b021da7ec1e1a05f86b63c35148 /glow/src/shader/quad.frag
parent1b287cddaf1951bbd65e60996eea6d356c131c1f (diff)
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Use `get_uniform_location` for wider compatibility
Diffstat (limited to '')
-rw-r--r--glow/src/shader/quad.frag28
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);
}