diff options
Diffstat (limited to 'src/cairo-gl-shaders.c')
-rw-r--r-- | src/cairo-gl-shaders.c | 92 |
1 files changed, 66 insertions, 26 deletions
diff --git a/src/cairo-gl-shaders.c b/src/cairo-gl-shaders.c index 02f1ea7d6..af81463a4 100644 --- a/src/cairo-gl-shaders.c +++ b/src/cairo-gl-shaders.c @@ -569,7 +569,9 @@ cairo_gl_operand_get_var_type (cairo_gl_operand_type_t type) case CAIRO_GL_OPERAND_NONE: case CAIRO_GL_OPERAND_CONSTANT: case CAIRO_GL_OPERAND_LINEAR_GRADIENT: - case CAIRO_GL_OPERAND_RADIAL_GRADIENT: + case CAIRO_GL_OPERAND_RADIAL_GRADIENT_A0: + case CAIRO_GL_OPERAND_RADIAL_GRADIENT_NONE: + case CAIRO_GL_OPERAND_RADIAL_GRADIENT_EXT: return CAIRO_GL_VAR_NONE; case CAIRO_GL_OPERAND_TEXTURE: return CAIRO_GL_VAR_TEXCOORDS; @@ -708,42 +710,80 @@ cairo_gl_shader_emit_color (cairo_output_stream_t *stream, " float t = dot (vec3 (gl_FragCoord.xy, 1.0), %s_weights);" " return texture1D (%s_sampler, t);\n" "}\n", - namestr, namestr, namestr, namestr, namestr, - namestr, namestr, namestr, namestr); + namestr, namestr, namestr, namestr, namestr); break; - case CAIRO_GL_OPERAND_RADIAL_GRADIENT: - _cairo_output_stream_printf (stream, + case CAIRO_GL_OPERAND_RADIAL_GRADIENT_A0: + _cairo_output_stream_printf (stream, "uniform sampler1D %s_sampler;\n" "uniform mat3 %s_matrix;\n" - "uniform vec2 %s_circle_1;\n" + "uniform vec3 %s_circle_d;\n" "uniform float %s_radius_0;\n" - "uniform float %s_radius_1;\n" "\n" "vec4 get_%s()\n" "{\n" - " vec2 pos = (%s_matrix * vec3 (gl_FragCoord.xy, 1.0)).xy;\n" + " vec3 pos = vec3 ((%s_matrix * vec3 (gl_FragCoord.xy, 1.0)).xy, %s_radius_0);\n" " \n" - " float dr = %s_radius_1 - %s_radius_0;\n" - " float dot_circle_1 = dot (%s_circle_1, %s_circle_1);\n" - " float dot_pos_circle_1 = dot (pos, %s_circle_1);\n" + " float B = dot (pos, %s_circle_d);\n" + " float C = dot (pos, vec3 (pos.xy, -pos.z));\n" " \n" - " float A = dot_circle_1 - dr * dr;\n" - " float B = -2.0 * (dot_pos_circle_1 + %s_radius_0 * dr);\n" - " float C = dot (pos, pos) - %s_radius_0 * %s_radius_0;\n" - " float det = B * B - 4.0 * A * C;\n" - " det = max (det, 0.0);\n" + " float t = 0.5 * C / B;\n" + " return texture1D (%s_sampler, t);\n" + "}\n", + namestr, namestr, namestr, namestr, namestr, + namestr, namestr, namestr, namestr, namestr); + break; + case CAIRO_GL_OPERAND_RADIAL_GRADIENT_NONE: + _cairo_output_stream_printf (stream, + "uniform sampler1D %s_sampler;\n" + "uniform mat3 %s_matrix;\n" + "uniform vec3 %s_circle_d;\n" + "uniform float %s_a;\n" + "uniform float %s_radius_0;\n" + "\n" + "vec4 get_%s()\n" + "{\n" + " vec3 pos = vec3 ((%s_matrix * vec3 (gl_FragCoord.xy, 1.0)).xy, %s_radius_0);\n" " \n" - " float sqrt_det = sqrt (det);\n" - " sqrt_det *= sign(A);\n" + " float B = dot (pos, %s_circle_d);\n" + " float C = dot (pos, vec3 (pos.xy, -pos.z));\n" " \n" - " float t = (-B + sqrt_det) / (2.0 * A);\n" - " return texture1D (%s_sampler, t);\n" - "}\n", - namestr, namestr, namestr, namestr, namestr, - namestr, namestr, namestr, namestr, namestr, - namestr, namestr, namestr, namestr, namestr, - namestr); - break; + " float det = dot (vec2 (B, %s_a), vec2 (B, -C));\n" + " float sqrtdet = sqrt (det);\n" + " vec2 t = (B + vec2 (sqrtdet, -sqrtdet)) / %s_a;\n" + " vec2 cond = 1. - step (vec2 (0.0), t) * step (t, vec2(1.0));\n" + " float realt = mix (t.x, t.y, cond.x);\n" + " return mix (texture1D (%s_sampler, realt), vec4 (0.0), cond.x * cond.y);\n" + "}\n", + namestr, namestr, namestr, namestr, + namestr, namestr, namestr, namestr, + namestr, namestr, namestr, namestr); + break; + case CAIRO_GL_OPERAND_RADIAL_GRADIENT_EXT: + _cairo_output_stream_printf (stream, + "uniform sampler1D %s_sampler;\n" + "uniform mat3 %s_matrix;\n" + "uniform vec3 %s_circle_d;\n" + "uniform float %s_a;\n" + "uniform float %s_radius_0;\n" + "\n" + "vec4 get_%s()\n" + "{\n" + " vec3 pos = vec3 ((%s_matrix * vec3 (gl_FragCoord.xy, 1.0)).xy, %s_radius_0);\n" + " \n" + " float B = dot (pos, %s_circle_d);\n" + " float C = dot (pos, vec3 (pos.xy, -pos.z));\n" + " \n" + " float det = dot (vec2 (B, %s_a), vec2 (B, -C));\n" + " float sqrtdet = sqrt (det);\n" + " vec2 t = (B + vec2 (sqrtdet, -sqrtdet)) / %s_a;\n" + " vec2 cond = 1. - step (vec2 (-%s_radius_0), t * %s_circle_d.z);\n" + " float realt = mix (t.x, t.y, cond.x);\n" + " return mix (texture1D (%s_sampler, realt), vec4 (0.0), cond.x * cond.y);\n" + "}\n", + namestr, namestr, namestr, namestr, namestr, + namestr, namestr, namestr, namestr, namestr, + namestr, namestr, namestr, namestr); + break; case CAIRO_GL_OPERAND_SPANS: _cairo_output_stream_printf (stream, "varying float %s_coverage;\n" |