diff options
Diffstat (limited to 'render/fx_renderer')
-rw-r--r-- | render/fx_renderer/fx_pass.c | 156 | ||||
-rw-r--r-- | render/fx_renderer/fx_renderer.c | 38 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/gradient.frag | 47 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/meson.build | 4 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/quad_grad.frag | 21 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/quad_grad_round.frag | 49 | ||||
-rw-r--r-- | render/fx_renderer/gles2/shaders/rounded_grad_border_corner.frag | 46 | ||||
-rw-r--r-- | render/fx_renderer/shaders.c | 99 |
8 files changed, 460 insertions, 0 deletions
diff --git a/render/fx_renderer/fx_pass.c b/render/fx_renderer/fx_pass.c index f0af02b..808d9f4 100644 --- a/render/fx_renderer/fx_pass.c +++ b/render/fx_renderer/fx_pass.c @@ -367,6 +367,43 @@ void fx_render_pass_add_rect(struct fx_gles_render_pass *pass, pop_fx_debug(renderer); } +void fx_render_pass_add_rect_grad(struct fx_gles_render_pass *pass, + const struct fx_render_rect_grad_options *fx_options) { + const struct wlr_render_rect_options *options = &fx_options->base; + + struct fx_renderer *renderer = pass->buffer->renderer; + + if (renderer->shaders.quad_grad.max_len <= fx_options->gradient.count) { + glDeleteProgram(renderer->shaders.quad_grad.program); + if (!link_quad_grad_program(&renderer->shaders.quad_grad, fx_options->gradient.count + 1)) { + wlr_log(WLR_ERROR, "Could not link quad shader after updating max_len to %d. Aborting renderer", fx_options->gradient.count + 1); + abort(); + } + } + + struct wlr_box box; + wlr_render_rect_options_get_box(options, pass->buffer->buffer, &box); + + push_fx_debug(renderer); + setup_blending(options->blend_mode); + + glUseProgram(renderer->shaders.quad_grad.program); + + set_proj_matrix(renderer->shaders.quad_grad.proj, pass->projection_matrix, &box); + glUniform4fv(renderer->shaders.quad_grad.colors, fx_options->gradient.count, (GLfloat*)fx_options->gradient.colors); + glUniform1i(renderer->shaders.quad_grad.count, fx_options->gradient.count); + glUniform2f(renderer->shaders.quad_grad.size, fx_options->gradient.range.width, fx_options->gradient.range.height); + glUniform1f(renderer->shaders.quad_grad.degree, fx_options->gradient.degree); + glUniform1f(renderer->shaders.quad_grad.linear, fx_options->gradient.linear); + glUniform1f(renderer->shaders.quad_grad.blend, fx_options->gradient.blend); + glUniform2f(renderer->shaders.quad_grad.grad_box, fx_options->gradient.range.x, fx_options->gradient.range.y); + glUniform2f(renderer->shaders.quad_grad.origin, fx_options->gradient.origin[0], fx_options->gradient.origin[1]); + + render(&box, options->clip, renderer->shaders.quad_grad.pos_attrib); + + pop_fx_debug(renderer); +} + void fx_render_pass_add_rounded_rect(struct fx_gles_render_pass *pass, const struct fx_render_rounded_rect_options *fx_options) { const struct wlr_render_rect_options *options = &fx_options->base; @@ -416,6 +453,76 @@ void fx_render_pass_add_rounded_rect(struct fx_gles_render_pass *pass, pop_fx_debug(renderer); } +void fx_render_pass_add_rounded_rect_grad(struct fx_gles_render_pass *pass, + const struct fx_render_rounded_rect_grad_options *fx_options) { + const struct wlr_render_rect_options *options = &fx_options->base; + + struct fx_renderer *renderer = pass->buffer->renderer; + + struct quad_grad_round_shader *shader = NULL; + enum fx_rounded_quad_shader_source corner; + switch (fx_options->corner_location) { + case ALL: + corner = SHADER_SOURCE_QUAD_ROUND; + shader = &renderer->shaders.quad_grad_round; + break; + case TOP_LEFT: + corner = SHADER_SOURCE_QUAD_ROUND_TOP_LEFT; + shader = &renderer->shaders.quad_grad_round_tl; + break; + case TOP_RIGHT: + corner = SHADER_SOURCE_QUAD_ROUND_TOP_RIGHT; + shader = &renderer->shaders.quad_grad_round_tr; + break; + case BOTTOM_LEFT: + corner = SHADER_SOURCE_QUAD_ROUND_BOTTOM_LEFT; + shader = &renderer->shaders.quad_grad_round_bl; + break; + case BOTTOM_RIGHT: + corner = SHADER_SOURCE_QUAD_ROUND_TOP_RIGHT; + shader = &renderer->shaders.quad_grad_round_br; + break; + default: + wlr_log(WLR_ERROR, "Invalid Corner Location. Aborting render"); + abort(); + } + + if (shader->max_len <= fx_options->gradient.count) { + glDeleteProgram(shader->program); + if (!link_quad_grad_round_program(shader, corner, fx_options->gradient.count + 1)) { + wlr_log(WLR_ERROR, "Could not link quad shader after updating max_len to %d. Aborting renderer", fx_options->gradient.count + 1); + abort(); + } + } + + struct wlr_box box; + wlr_render_rect_options_get_box(options, pass->buffer->buffer, &box); + + push_fx_debug(renderer); + setup_blending(WLR_RENDER_BLEND_MODE_PREMULTIPLIED); + + glUseProgram(shader->program); + + set_proj_matrix(shader->proj, pass->projection_matrix, &box); + + glUniform2f(shader->size, box.width, box.height); + glUniform2f(shader->position, box.x, box.y); + glUniform1f(shader->radius, fx_options->corner_radius); + + glUniform4fv(shader->colors, fx_options->gradient.count, (GLfloat*)fx_options->gradient.colors); + glUniform1i(shader->count, fx_options->gradient.count); + glUniform2f(shader->grad_size, fx_options->gradient.range.width, fx_options->gradient.range.height); + glUniform1f(shader->degree, fx_options->gradient.degree); + glUniform1f(shader->linear, fx_options->gradient.linear); + glUniform1f(shader->blend, fx_options->gradient.blend); + glUniform2f(shader->grad_box, fx_options->gradient.range.x, fx_options->gradient.range.y); + glUniform2f(shader->origin, fx_options->gradient.origin[0], fx_options->gradient.origin[1]); + + render(&box, options->clip, shader->pos_attrib); + + pop_fx_debug(renderer); +} + void fx_render_pass_add_rounded_border_corner(struct fx_gles_render_pass *pass, const struct fx_render_rounded_border_corner_options *fx_options) { const struct wlr_render_rect_options *options = &fx_options->base; @@ -450,6 +557,55 @@ void fx_render_pass_add_rounded_border_corner(struct fx_gles_render_pass *pass, pop_fx_debug(renderer); } +void fx_render_pass_add_rounded_grad_border_corner(struct fx_gles_render_pass *pass, + const struct fx_render_rounded_grad_border_corner_options *fx_options) { + const struct wlr_render_rect_options *options = &fx_options->base; + + struct fx_renderer *renderer = pass->buffer->renderer; + + if (renderer->shaders.rounded_grad_border_corner.max_len <= fx_options->gradient.count) { + glDeleteProgram(renderer->shaders.rounded_grad_border_corner.program); + if (!link_rounded_grad_border_corner_program(&renderer->shaders.rounded_grad_border_corner, fx_options->gradient.count + 1)) { + wlr_log(WLR_ERROR, "Could not link quad shader after updating max_len to %d. Aborting renderer", fx_options->gradient.count + 1); + abort(); + } + } + + struct wlr_box box; + wlr_render_rect_options_get_box(options, pass->buffer->buffer, &box); + assert(box.width > 0 && box.width == box.height); // should be a perfect square since we are drawing a circle + + push_fx_debug(renderer); + setup_blending(WLR_RENDER_BLEND_MODE_PREMULTIPLIED); + + glUseProgram(renderer->shaders.rounded_grad_border_corner.program); + + set_proj_matrix(renderer->shaders.rounded_grad_border_corner.proj, pass->projection_matrix, &box); + + glUniform1f(renderer->shaders.rounded_grad_border_corner.is_top_left, fx_options->corner_location == TOP_LEFT); + glUniform1f(renderer->shaders.rounded_grad_border_corner.is_top_right, fx_options->corner_location == TOP_RIGHT); + glUniform1f(renderer->shaders.rounded_grad_border_corner.is_bottom_left, fx_options->corner_location == BOTTOM_LEFT); + glUniform1f(renderer->shaders.rounded_grad_border_corner.is_bottom_right, fx_options->corner_location == BOTTOM_RIGHT); + + glUniform2f(renderer->shaders.rounded_grad_border_corner.position, box.x, box.y); + glUniform1f(renderer->shaders.rounded_grad_border_corner.radius, fx_options->corner_radius); + glUniform2f(renderer->shaders.rounded_grad_border_corner.half_size, box.width / 2.0, box.height / 2.0); + glUniform1f(renderer->shaders.rounded_grad_border_corner.half_thickness, fx_options->border_thickness / 2.0); + + glUniform4fv(renderer->shaders.rounded_grad_border_corner.colors, fx_options->gradient.count, (GLfloat*)fx_options->gradient.colors); + glUniform1i(renderer->shaders.rounded_grad_border_corner.count, fx_options->gradient.count); + glUniform2f(renderer->shaders.rounded_grad_border_corner.size, fx_options->gradient.range.width, fx_options->gradient.range.height); + glUniform1f(renderer->shaders.rounded_grad_border_corner.degree, fx_options->gradient.degree); + glUniform1f(renderer->shaders.rounded_grad_border_corner.linear, fx_options->gradient.linear); + glUniform1f(renderer->shaders.rounded_grad_border_corner.blend, fx_options->gradient.blend); + glUniform2f(renderer->shaders.rounded_grad_border_corner.grad_box, fx_options->gradient.range.x, fx_options->gradient.range.y); + glUniform2f(renderer->shaders.rounded_grad_border_corner.origin, fx_options->gradient.origin[0], fx_options->gradient.origin[1]); + + render(&box, options->clip, renderer->shaders.rounded_grad_border_corner.pos_attrib); + + pop_fx_debug(renderer); +} + void fx_render_pass_add_box_shadow(struct fx_gles_render_pass *pass, const struct fx_render_box_shadow_options *options) { struct fx_renderer *renderer = pass->buffer->renderer; diff --git a/render/fx_renderer/fx_renderer.c b/render/fx_renderer/fx_renderer.c index d2ab366..3ffc2cd 100644 --- a/render/fx_renderer/fx_renderer.c +++ b/render/fx_renderer/fx_renderer.c @@ -639,6 +639,38 @@ static bool link_shaders(struct fx_renderer *renderer) { goto error; } + // quad fragment shader with gradients + if (!link_quad_grad_program(&renderer->shaders.quad_grad, 16)) { + wlr_log(WLR_ERROR, "Could not link quad shader"); + goto error; + } + + // rounded quad fragment shaders + if (!link_quad_grad_round_program(&renderer->shaders.quad_grad_round, SHADER_SOURCE_QUAD_ROUND, 16)) { + wlr_log(WLR_ERROR, "Could not link quad shader"); + goto error; + } + // rounded quad fragment shaders + if (!link_quad_grad_round_program(&renderer->shaders.quad_grad_round_tl, SHADER_SOURCE_QUAD_ROUND_TOP_LEFT, 16)) { + wlr_log(WLR_ERROR, "Could not link quad shader"); + goto error; + } + // rounded quad fragment shaders + if (!link_quad_grad_round_program(&renderer->shaders.quad_grad_round_tr, SHADER_SOURCE_QUAD_ROUND_TOP_RIGHT, 16)) { + wlr_log(WLR_ERROR, "Could not link quad shader"); + goto error; + } + // rounded quad fragment shaders + if (!link_quad_grad_round_program(&renderer->shaders.quad_grad_round_bl, SHADER_SOURCE_QUAD_ROUND_BOTTOM_LEFT, 16)) { + wlr_log(WLR_ERROR, "Could not link quad shader"); + goto error; + } + // rounded quad fragment shaders + if (!link_quad_grad_round_program(&renderer->shaders.quad_grad_round_br, SHADER_SOURCE_QUAD_ROUND_BOTTOM_RIGHT, 16)) { + wlr_log(WLR_ERROR, "Could not link quad shader"); + goto error; + } + // rounded quad fragment shaders if (!link_quad_round_program(&renderer->shaders.quad_round, SHADER_SOURCE_QUAD_ROUND)) { wlr_log(WLR_ERROR, "Could not link quad shader"); @@ -685,6 +717,12 @@ static bool link_shaders(struct fx_renderer *renderer) { goto error; } + // border corner shader with gradients + if (!link_rounded_grad_border_corner_program(&renderer->shaders.rounded_grad_border_corner, 16)) { + wlr_log(WLR_ERROR, "Could not link quad shader"); + goto error; + } + // box shadow shader if (!link_box_shadow_program(&renderer->shaders.box_shadow)) { wlr_log(WLR_ERROR, "Could not link box shadow shader"); diff --git a/render/fx_renderer/gles2/shaders/gradient.frag b/render/fx_renderer/gles2/shaders/gradient.frag new file mode 100644 index 0000000..0ab6712 --- /dev/null +++ b/render/fx_renderer/gles2/shaders/gradient.frag @@ -0,0 +1,47 @@ +#ifdef GL_FRAGMENT_PRECISION_HIGH +precision highp float; +#else +precision mediump float; +#endif + +vec4 gradient(vec4 colors[LEN], int count, vec2 size, vec2 grad_box, vec2 origin, float degree, bool linear, bool blend){ + float step; + + vec2 normal = (gl_FragCoord.xy - grad_box)/size; + vec2 uv = normal - origin; + + float rad = radians(degree); + + if(linear){ + uv *= vec2(1.0)/vec2(abs(cos(rad)) + abs(sin(rad))); + + vec2 rotated = vec2(uv.x * cos(rad) - uv.y * sin(rad) + origin.x, + uv.x * sin(rad) + uv.y * cos(rad) + origin.y); + + step = rotated.x; + } else { + vec2 uv = normal - origin; + uv = vec2(uv.x * cos(rad) - uv.y * sin(rad), + uv.x * sin(rad) + uv.y * cos(rad)); + + uv = vec2(-atan(uv.y, uv.x)/3.14159265 * 0.5 + 0.5, 0.0); + step = uv.x; + } + + if(!blend){ + float smooth = 1.0/float(count); + int ind = int(step/smooth); + + return colors[ind]; + } + + float smooth = 1.0/float(count - 1); + int ind = int(step/smooth); + float at = float(ind)*smooth; + + vec4 color = colors[ind]; + if(ind > 0) color = mix(colors[ind - 1], color, smoothstep(at - smooth, at, step)); + if(ind <= count - 1) color = mix(color, colors[ind + 1], smoothstep(at, at + smooth, step)); + + return color; +} diff --git a/render/fx_renderer/gles2/shaders/meson.build b/render/fx_renderer/gles2/shaders/meson.build index f5b5b41..12e4427 100644 --- a/render/fx_renderer/gles2/shaders/meson.build +++ b/render/fx_renderer/gles2/shaders/meson.build @@ -2,10 +2,14 @@ embed = find_program('./embed.sh', native: true) shaders = [ 'common.vert', + 'gradient.frag', 'quad.frag', + 'quad_grad.frag', 'quad_round.frag', + 'quad_grad_round.frag', 'tex.frag', 'rounded_border_corner.frag', + 'rounded_grad_border_corner.frag', 'box_shadow.frag', 'blur1.frag', 'blur2.frag', diff --git a/render/fx_renderer/gles2/shaders/quad_grad.frag b/render/fx_renderer/gles2/shaders/quad_grad.frag new file mode 100644 index 0000000..465da81 --- /dev/null +++ b/render/fx_renderer/gles2/shaders/quad_grad.frag @@ -0,0 +1,21 @@ +#ifdef GL_FRAGMENT_PRECISION_HIGH +precision highp float; +#else +precision mediump float; +#endif + +varying vec4 v_color; +varying vec2 v_texcoord; + +uniform vec4 colors[LEN]; +uniform vec2 size; +uniform float degree; +uniform vec2 grad_box; +uniform vec2 origin; +uniform bool linear; +uniform bool blend; +uniform int count; + +void main(){ + gl_FragColor = gradient(colors, count, size, grad_box, origin, degree, linear, blend); +} diff --git a/render/fx_renderer/gles2/shaders/quad_grad_round.frag b/render/fx_renderer/gles2/shaders/quad_grad_round.frag new file mode 100644 index 0000000..60e5fcf --- /dev/null +++ b/render/fx_renderer/gles2/shaders/quad_grad_round.frag @@ -0,0 +1,49 @@ +#define SOURCE_QUAD_ROUND 1 +#define SOURCE_QUAD_ROUND_TOP_LEFT 2 +#define SOURCE_QUAD_ROUND_TOP_RIGHT 3 +#define SOURCE_QUAD_ROUND_BOTTOM_RIGHT 4 +#define SOURCE_QUAD_ROUND_BOTTOM_LEFT 5 + +#if !defined(SOURCE) +#error "Missing shader preamble" +#endif + +precision mediump float; +varying vec4 v_color; +varying vec2 v_texcoord; + +uniform vec2 size; +uniform vec2 position; +uniform float radius; + +uniform vec4 colors[LEN]; +uniform vec2 grad_size; +uniform float degree; +uniform vec2 grad_box; +uniform vec2 origin; +uniform bool linear; +uniform bool blend; +uniform int count; + +vec2 getCornerDist() { +#if SOURCE == SOURCE_QUAD_ROUND + vec2 half_size = size * 0.5; + return abs(gl_FragCoord.xy - position - half_size) - half_size + radius; +#elif SOURCE == SOURCE_QUAD_ROUND_TOP_LEFT + return abs(gl_FragCoord.xy - position - size) - size + radius; +#elif SOURCE == SOURCE_QUAD_ROUND_TOP_RIGHT + return abs(gl_FragCoord.xy - position - vec2(0, size.y)) - size + radius; +#elif SOURCE == SOURCE_QUAD_ROUND_BOTTOM_RIGHT + return abs(gl_FragCoord.xy - position) - size + radius; +#elif SOURCE == SOURCE_QUAD_ROUND_BOTTOM_LEFT + return abs(gl_FragCoord.xy - position - vec2(size.x, 0)) - size + radius; +#endif +} + +void main() { + vec2 q = getCornerDist(); + float dist = min(max(q.x,q.y), 0.0) + length(max(q, 0.0)) - radius; + float smoothedAlpha = 1.0 - smoothstep(-1.0, 0.5, dist); + + gl_FragColor = mix(vec4(0), gradient(colors, count, size, grad_box, origin, degree, linear, blend), smoothedAlpha); +} diff --git a/render/fx_renderer/gles2/shaders/rounded_grad_border_corner.frag b/render/fx_renderer/gles2/shaders/rounded_grad_border_corner.frag new file mode 100644 index 0000000..9e9aef0 --- /dev/null +++ b/render/fx_renderer/gles2/shaders/rounded_grad_border_corner.frag @@ -0,0 +1,46 @@ +precision mediump float; +varying vec4 v_color; +varying vec2 v_texcoord; + +uniform bool is_top_left; +uniform bool is_top_right; +uniform bool is_bottom_left; +uniform bool is_bottom_right; + +uniform vec2 position; +uniform float radius; +uniform vec2 half_size; +uniform float half_thickness; + +uniform vec4 colors[LEN]; +uniform vec2 size; +uniform float degree; +uniform vec2 grad_box; +uniform vec2 origin; +uniform bool linear; +uniform bool blend; +uniform int count; + +float roundedBoxSDF(vec2 center, vec2 size, float radius) { + return length(max(abs(center) - size + radius, 0.0)) - radius; +} + +void main() { + vec2 center = gl_FragCoord.xy - position - half_size; + float distance = roundedBoxSDF(center, half_size - half_thickness, radius + half_thickness); + float smoothedAlphaOuter = 1.0 - smoothstep(-1.0, 1.0, distance - half_thickness); + // Create an inner circle that isn't as anti-aliased as the outer ring + float smoothedAlphaInner = 1.0 - smoothstep(-1.0, 0.5, distance + half_thickness); + + if (is_top_left && (center.y > 0.0 || center.x > 0.0)) { + discard; + } else if (is_top_right && (center.y > 0.0 || center.x < 0.0)) { + discard; + } else if (is_bottom_left && (center.y < 0.0 || center.x > 0.0)) { + discard; + } else if (is_bottom_right && (center.y < 0.0 || center.x < 0.0)) { + discard; + } + + gl_FragColor = mix(vec4(0), gradient(colors, count, size, grad_box, origin, degree, linear, blend), smoothedAlphaOuter - smoothedAlphaInner); +} diff --git a/render/fx_renderer/shaders.c b/render/fx_renderer/shaders.c index 2c2aa7e..9015510 100644 --- a/render/fx_renderer/shaders.c +++ b/render/fx_renderer/shaders.c @@ -8,10 +8,14 @@ // shaders #include "GLES2/gl2.h" #include "common_vert_src.h" +#include "gradient_frag_src.h" #include "quad_frag_src.h" +#include "quad_grad_frag_src.h" #include "quad_round_frag_src.h" +#include "quad_grad_round_frag_src.h" #include "tex_frag_src.h" #include "rounded_border_corner_frag_src.h" +#include "rounded_grad_border_corner_frag_src.h" #include "box_shadow_frag_src.h" #include "blur1_frag_src.h" #include "blur2_frag_src.h" @@ -114,6 +118,33 @@ bool link_quad_program(struct quad_shader *shader) { return true; } +bool link_quad_grad_program(struct quad_grad_shader *shader, int max_len) { + GLchar quad_src[2048]; + snprintf(quad_src, sizeof(quad_src), + "#define LEN %d\n%s\n%s", max_len, gradient_frag_src, quad_grad_frag_src); + + GLuint prog; + shader->program = prog = link_program(quad_src); + if (!shader->program) { + return false; + } + + shader->proj = glGetUniformLocation(prog, "proj"); + shader->pos_attrib = glGetAttribLocation(prog, "pos"); + shader->size = glGetUniformLocation(prog, "size"); + shader->colors = glGetUniformLocation(prog, "colors"); + shader->degree = glGetUniformLocation(prog, "degree"); + shader->grad_box = glGetUniformLocation(prog, "grad_box"); + shader->linear = glGetUniformLocation(prog, "linear"); + shader->origin = glGetUniformLocation(prog, "origin"); + shader->count = glGetUniformLocation(prog, "count"); + shader->blend = glGetUniformLocation(prog, "blend"); + + shader->max_len = max_len; + + return true; +} + bool link_quad_round_program(struct quad_round_shader *shader, enum fx_rounded_quad_shader_source source) { GLchar quad_src[2048]; snprintf(quad_src, sizeof(quad_src), @@ -135,6 +166,38 @@ bool link_quad_round_program(struct quad_round_shader *shader, enum fx_rounded_q return true; } +bool link_quad_grad_round_program(struct quad_grad_round_shader *shader, enum fx_rounded_quad_shader_source source, int max_len) { + GLchar quad_src[4096]; + snprintf(quad_src, sizeof(quad_src), + "#define SOURCE %d\n#define LEN %d\n%s\n%s", source, max_len, gradient_frag_src, quad_grad_round_frag_src); + + GLuint prog; + shader->program = prog = link_program(quad_src); + if (!shader->program) { + return false; + } + + shader->proj = glGetUniformLocation(prog, "proj"); + shader->color = glGetUniformLocation(prog, "color"); + shader->pos_attrib = glGetAttribLocation(prog, "pos"); + shader->size = glGetUniformLocation(prog, "size"); + shader->position = glGetUniformLocation(prog, "position"); + shader->radius = glGetUniformLocation(prog, "radius"); + + shader->grad_size = glGetUniformLocation(prog, "grad_size"); + shader->colors = glGetUniformLocation(prog, "colors"); + shader->degree = glGetUniformLocation(prog, "degree"); + shader->grad_box = glGetUniformLocation(prog, "grad_box"); + shader->linear = glGetUniformLocation(prog, "linear"); + shader->origin = glGetUniformLocation(prog, "origin"); + shader->count = glGetUniformLocation(prog, "count"); + shader->blend = glGetUniformLocation(prog, "blend"); + + shader->max_len = max_len; + + return true; +} + bool link_tex_program(struct tex_shader *shader, enum fx_tex_shader_source source) { GLchar frag_src[2048]; @@ -185,6 +248,42 @@ bool link_rounded_border_corner_program(struct rounded_border_corner_shader *sha return true; } +bool link_rounded_grad_border_corner_program(struct rounded_grad_border_corner_shader *shader, int max_len) { + GLchar quad_src[4096]; + snprintf(quad_src, sizeof(quad_src), + "#define LEN %d\n%s\n%s", max_len, gradient_frag_src, rounded_grad_border_corner_frag_src); + + GLuint prog; + shader->program = prog = link_program(quad_src); + if (!shader->program) { + return false; + } + + shader->proj = glGetUniformLocation(prog, "proj"); + shader->pos_attrib = glGetAttribLocation(prog, "pos"); + shader->size = glGetUniformLocation(prog, "size"); + shader->colors = glGetUniformLocation(prog, "colors"); + shader->degree = glGetUniformLocation(prog, "degree"); + shader->grad_box = glGetUniformLocation(prog, "grad_box"); + shader->linear = glGetUniformLocation(prog, "linear"); + shader->origin = glGetUniformLocation(prog, "origin"); + shader->count = glGetUniformLocation(prog, "count"); + shader->blend = glGetUniformLocation(prog, "blend"); + + shader->is_top_left = glGetUniformLocation(prog, "is_top_left"); + shader->is_top_right = glGetUniformLocation(prog, "is_top_right"); + shader->is_bottom_left = glGetUniformLocation(prog, "is_bottom_left"); + shader->is_bottom_right = glGetUniformLocation(prog, "is_bottom_right"); + shader->position = glGetUniformLocation(prog, "position"); + shader->radius = glGetUniformLocation(prog, "radius"); + shader->half_size = glGetUniformLocation(prog, "half_size"); + shader->half_thickness = glGetUniformLocation(prog, "half_thickness"); + + shader->max_len = max_len; + + return true; +} + bool link_box_shadow_program(struct box_shadow_shader *shader) { GLuint prog; shader->program = prog = link_program(box_shadow_frag_src); |