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Diffstat (limited to '')
-rw-r--r-- | src/st/st-scroll-view-fade.glsl | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/src/st/st-scroll-view-fade.glsl b/src/st/st-scroll-view-fade.glsl new file mode 100644 index 0000000..9180aa1 --- /dev/null +++ b/src/st/st-scroll-view-fade.glsl @@ -0,0 +1,74 @@ +/* + * st-scroll-view-fade.glsl: Edge fade effect for StScrollView + * + * Copyright 2010 Intel Corporation. + * Copyright 2011 Adel Gadllah + * + * This program is free software; you can redistribute it and/or modify it + * under the terms and conditions of the GNU Lesser General Public License, + * version 2.1, as published by the Free Software Foundation. + * + * This program is distributed in the hope it will be useful, but WITHOUT ANY + * WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS + * FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for + * more details. + * + * You should have received a copy of the GNU Lesser General Public License + * along with this program. If not, see <http://www.gnu.org/licenses/>. + */ + +uniform sampler2D tex; +uniform float height; +uniform float width; +uniform float vfade_offset; +uniform float hfade_offset; +uniform bool fade_edges_top; +uniform bool fade_edges_right; +uniform bool fade_edges_bottom; +uniform bool fade_edges_left; + +uniform vec2 fade_area_topleft; +uniform vec2 fade_area_bottomright; + +void main () +{ + cogl_color_out = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord_in[0].xy)); + + float y = height * cogl_tex_coord_in[0].y; + float x = width * cogl_tex_coord_in[0].x; + + /* + * We cannot just return here due to a bug in llvmpipe see: + * https://bugzilla.freedesktop.org/show_bug.cgi?id=62357 + */ + if (x > fade_area_topleft[0] && x < fade_area_bottomright[0] && + y > fade_area_topleft[1] && y < fade_area_bottomright[1]) { + float ratio = 1.0; + float fade_bottom_start = fade_area_bottomright[1] - vfade_offset; + float fade_right_start = fade_area_bottomright[0] - hfade_offset; + bool fade_top = y < vfade_offset && fade_edges_top; + bool fade_bottom = y > fade_bottom_start && fade_edges_bottom; + bool fade_left = x < hfade_offset && fade_edges_left; + bool fade_right = x > fade_right_start && fade_edges_right; + + float vfade_scale = height / vfade_offset; + if (fade_top) { + ratio *= y / vfade_offset; + } + + if (fade_bottom) { + ratio *= (fade_area_bottomright[1] - y) / (fade_area_bottomright[1] - fade_bottom_start); + } + + float hfade_scale = width / hfade_offset; + if (fade_left) { + ratio *= x / hfade_offset; + } + + if (fade_right) { + ratio *= (fade_area_bottomright[0] - x) / (fade_area_bottomright[0] - fade_right_start); + } + + cogl_color_out *= ratio; + } +} |