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author | Matthias Clasen <mclasen@redhat.com> | 2021-03-13 18:04:26 -0500 |
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committer | Matthias Clasen <mclasen@redhat.com> | 2021-03-14 16:49:31 -0400 |
commit | 8aac574d630e7e6b72a0b8f151f305369362ce1d (patch) | |
tree | bb6d9d78cce5dc8fee497c100cf3d439368a79e6 | |
parent | c1f98d6837f37a13925c55872e01faca1e99fda7 (diff) | |
download | gtk+-8aac574d630e7e6b72a0b8f151f305369362ce1d.tar.gz |
ngl: Improve the coloring shader
Since we are now passing a float anyway, we can avoid
the branch in the fragment shader.
-rw-r--r-- | gsk/ngl/resources/coloring.glsl | 7 |
1 files changed, 2 insertions, 5 deletions
diff --git a/gsk/ngl/resources/coloring.glsl b/gsk/ngl/resources/coloring.glsl index 15e8203b8a..007c54d562 100644 --- a/gsk/ngl/resources/coloring.glsl +++ b/gsk/ngl/resources/coloring.glsl @@ -12,7 +12,7 @@ void main() { // We use this shader for both plain glyphs (used as mask) // and color glpyhs (used as source). The renderer sets // aColor to vec4(-1) for color glyhs. - if (distance(aColor, vec4(-1)) < 0.001) + if (distance(aColor,vec4(-1)) < 0.1) use_color = 0.0; else use_color = 1.0; @@ -29,8 +29,5 @@ _IN_ float use_color; void main() { vec4 diffuse = GskTexture(u_source, vUv); - if (use_color > 0.0) - gskSetOutputColor(final_color * diffuse.a); - else - gskSetOutputColor(diffuse * u_alpha); + gskSetOutputColor(mix(diffuse * u_alpha, final_color * diffuse.a, use_color)); } |