#ifndef GSK_LEGACY precision highp float; #endif #if defined(GSK_GLES) || defined(GSK_LEGACY) #define _OUT_ varying #define _IN_ varying #define _NOPERSPECTIVE_ #define _GSK_ROUNDED_RECT_UNIFORM_ vec4[3] #else #define _OUT_ out #define _IN_ in #define _NOPERSPECTIVE_ noperspective #define _GSK_ROUNDED_RECT_UNIFORM_ GskRoundedRect #endif struct GskRoundedRect { vec4 bounds; // Top left and bottom right // Look, arrays can't be in structs if you want to return the struct // from a function in gles or whatever. Just kill me. vec4 corner_points1; // xy = top left, zw = top right vec4 corner_points2; // xy = bottom right, zw = bottom left }; // Transform from a C GskRoundedRect to what we need. GskRoundedRect gsk_create_rect(vec4[3] data) { vec4 bounds = vec4(data[0].xy, data[0].xy + data[0].zw); vec4 corner_points1 = vec4(bounds.xy + data[1].xy, bounds.zy + vec2(data[1].zw * vec2(-1, 1))); vec4 corner_points2 = vec4(bounds.zw + (data[2].xy * vec2(-1, -1)), bounds.xw + vec2(data[2].zw * vec2(1, -1))); return GskRoundedRect(bounds, corner_points1, corner_points2); } vec4 gsk_get_bounds(vec4[3] data) { return vec4(data[0].xy, data[0].xy + data[0].zw); } vec4 gsk_premultiply(vec4 c) { return vec4(c.rgb * c.a, c.a); } vec4 gsk_scaled_premultiply(vec4 c, float s) { // Fast version of gsk_premultiply(c) * s // 4 muls instead of 7 float a = s * c.a; return vec4(c.rgb * a, a); }