57 lines
1.3 KiB
GLSL
57 lines
1.3 KiB
GLSL
#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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struct widgetStateProperty {
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int stateOld;
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int stateNew;
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float transition;
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};
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uniform widgetStateProperty EW_status;
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// Input :
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attribute vec2 EW_coord2d;
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uniform mat4 EW_MatrixTransformation;
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// output :
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varying vec2 v_position; // This will be passed into the fragment shader.
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varying vec4 v_colorTansition;
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// internal :
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vec4 S_colorFg[4];
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void main(void) {
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S_colorFg[0] = vec4(0.5,0.5,0.5,0.3);
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S_colorFg[1] = vec4(0.7,0.0,0.0,0.4);
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S_colorFg[2] = vec4(0.0,0.0,0.7,0.4);
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S_colorFg[3] = vec4(0.0,0.7,0.0,0.4);
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gl_Position = EW_MatrixTransformation * vec4(EW_coord2d, 0.0, 1.0);
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// transmit position of the curent element (intermolated ...)
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v_position = EW_coord2d;
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vec4 colorOld = S_colorFg[0];
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if(EW_status.stateOld==1) {
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colorOld = S_colorFg[1];
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} else if(EW_status.stateOld==2) {
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colorOld = S_colorFg[2];
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} else if(EW_status.stateOld==3) {
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colorOld = S_colorFg[3];
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}
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vec4 colorNew = S_colorFg[0];
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if(EW_status.stateNew==1) {
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colorNew = S_colorFg[1];
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} else if(EW_status.stateNew==2) {
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colorNew = S_colorFg[2];
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} else if(EW_status.stateNew==3) {
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colorNew = S_colorFg[3];
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}
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// note : int() is needed for the OpenGL ES platform
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v_colorTansition = colorOld*(1.0-EW_status.transition)
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+ colorNew*EW_status.transition;
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}
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