#version 450 #include "clip.vert.glsl" #include "rounded-rect.glsl" layout(location = 0) in mat3x4 inRect; layout(location = 3) in vec4 inBorderWidths; layout(location = 4) in mat4 inBorderColors; layout(location = 0) out vec2 outPos; layout(location = 1) out flat vec4 outColor; layout(location = 2) out flat RoundedRect outRect; layout(location = 5) out flat vec4 outBorderWidths; vec2 offsets[6] = { vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(0.0, 1.0), vec2(1.0, 0.0) }; #define TOP 0 #define RIGHT 1 #define BOTTOM 2 #define LEFT 3 #define TOP_LEFT 0 #define TOP_RIGHT 1 #define BOTTOM_RIGHT 2 #define BOTTOM_LEFT 3 #define SLICE_TOP_LEFT 0 #define SLICE_TOP 1 #define SLICE_TOP_RIGHT 2 #define SLICE_RIGHT 3 #define SLICE_BOTTOM_RIGHT 4 #define SLICE_BOTTOM 5 #define SLICE_BOTTOM_LEFT 6 #define SLICE_LEFT 7 void main() { int slice_index = gl_VertexIndex / 6; int vert_index = gl_VertexIndex % 6; vec4 corner_widths = max (inRect[1], inBorderWidths.wyyw); vec4 corner_heights = max (inRect[2], inBorderWidths.xxzz); Rect rect; switch (slice_index) { case SLICE_TOP_LEFT: rect = rect_from_gsk (vec4(inRect[0].xy, corner_widths[TOP_LEFT], corner_heights[TOP_LEFT])); rect = rect_round_larger (rect); vert_index = (vert_index + 3) % 6; break; case SLICE_TOP: rect = rect_from_gsk (vec4(inRect[0].x + corner_widths[TOP_LEFT], inRect[0].y, inRect[0].z - corner_widths[TOP_LEFT] - corner_widths[TOP_RIGHT], inBorderWidths[TOP])); rect = rect_round_smaller_larger (rect); outColor = inBorderColors[TOP]; break; case SLICE_TOP_RIGHT: rect = rect_from_gsk (vec4(inRect[0].x + inRect[0].z - corner_widths[TOP_RIGHT], inRect[0].y, corner_widths[TOP_RIGHT], corner_heights[TOP_RIGHT])); rect = rect_round_larger (rect); break; case SLICE_RIGHT: rect = rect_from_gsk (vec4(inRect[0].x + inRect[0].z - inBorderWidths[RIGHT], inRect[0].y + corner_heights[TOP_RIGHT], inBorderWidths[RIGHT], inRect[0].w - corner_heights[TOP_RIGHT] - corner_heights[BOTTOM_RIGHT])); rect = rect_round_larger_smaller (rect); outColor = inBorderColors[RIGHT]; break; case SLICE_BOTTOM_RIGHT: rect = rect_from_gsk (vec4(inRect[0].x + inRect[0].z - corner_widths[BOTTOM_RIGHT], inRect[0].y + inRect[0].w - corner_heights[BOTTOM_RIGHT], corner_widths[BOTTOM_RIGHT], corner_heights[BOTTOM_RIGHT])); rect = rect_round_larger (rect); break; case SLICE_BOTTOM: rect = rect_from_gsk (vec4(inRect[0].x + corner_widths[BOTTOM_LEFT], inRect[0].y + inRect[0].w - inBorderWidths[BOTTOM], inRect[0].z - corner_widths[BOTTOM_LEFT] - corner_widths[BOTTOM_RIGHT], inBorderWidths[BOTTOM])); rect = rect_round_smaller_larger (rect); break; case SLICE_BOTTOM_LEFT: rect = rect_from_gsk (vec4(inRect[0].x, inRect[0].y + inRect[0].w - corner_heights[BOTTOM_LEFT], corner_widths[BOTTOM_LEFT], corner_heights[BOTTOM_LEFT])); vert_index = (vert_index + 3) % 6; rect = rect_round_larger (rect); break; case SLICE_LEFT: rect = rect_from_gsk (vec4(inRect[0].x, inRect[0].y + corner_heights[TOP_LEFT], inBorderWidths[LEFT], inRect[0].w - corner_heights[TOP_LEFT] - corner_heights[BOTTOM_LEFT])); rect = rect_round_larger_smaller (rect); break; } rect = clip_rect (rect); vec2 pos; if ((slice_index % 4) != 0 || (vert_index % 3) != 2) pos = mix (rect.bounds.xy, rect.bounds.zw, offsets[vert_index]); else pos = mix (rect.bounds.zy, rect.bounds.xw, offsets[vert_index]); gl_Position = push.mvp * vec4 (pos, 0.0, 1.0); outColor = inBorderColors[((gl_VertexIndex / 3 + 15) / 4) % 4]; outPos = pos; outRect = RoundedRect(inRect[0].xyxy + vec4(0,0,inRect[0].zw), inRect[1], inRect[2]); outRect = rounded_rect_scale (outRect, push.scale); outBorderWidths = inBorderWidths * push.scale.yxyx; }