FastUIDraw
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This group documents the GLSL functions fastuidraw makes available to GLSL code fragments for only fragment shader for custom shading as embodied by the classes fastuidraw::glsl::PainterItemShaderGLSL, fastuidraw::glsl::PainterBlendShaderGLSL and fastuidraw::glsl::PainterBrushShaderGLSL. More...
Functions | |
float | fastuidraw_banded_rays_compute_coverage (in uint glyph_data_location, in vec2 glyph_coord, in vec2 glyph_coord_fwidth, in uint num_vertical_bands, in uint num_horizontal_bands, in bool use_odd_even_rule) |
vec3 | fastuidraw_clipcolor (in vec3 C) |
clip an RGB value so that its luminosity is within the range fastuidraw_compute_min() and fastuidraw_compute_max(). | |
float | fastuidraw_color_burn (in float S, in float D) |
perform color burn blending on a single color channel More... | |
float | fastuidraw_color_dodge (in float S, in float D) |
perform color dodge blending on a single color channel More... | |
float | fastuidraw_compute_luminosity (in vec3 C) |
compute the luminosity of an RGB value | |
float | fastuidraw_compute_max (in vec3 C) |
Compute the maximum color channel value. | |
float | fastuidraw_compute_min (in vec3 C) |
Compute the minimum color channel value. | |
float | fastuidraw_compute_saturation (in vec3 C) |
compute the saturation of an RGB value | |
float | fastuidraw_hardlight (in float S, in float D) |
perform hardlight blending on a single color channel More... | |
float | fastuidraw_overlay (in float S, in float D) |
perform overlay blending on a single color channel More... | |
float | fastuidraw_restricted_rays_compute_coverage (in uint glyph_data_location, in vec2 glyph_coord, in vec2 glyph_coord_dx, in vec2 glyph_coord_dy, in bool use_odd_even_rule) |
vec3 | fastuidraw_set_luminosity (in vec3 C, in vec3 L) |
vec3 | fastuidraw_set_saturation_and_luminosity (in vec3 C, in vec3 S, in vec3 L) |
float | fastuidraw_softlight (in float S, in float D) |
perform softlight blending on a single color channel More... | |
vec3 | fastuidraw_undo_alpha (in vec4 S) |
Undo pre-multiply by alpha on the RGB channels of a color value. | |
This group documents the GLSL functions fastuidraw makes available to GLSL code fragments for only fragment shader for custom shading as embodied by the classes fastuidraw::glsl::PainterItemShaderGLSL, fastuidraw::glsl::PainterBlendShaderGLSL and fastuidraw::glsl::PainterBrushShaderGLSL.
float fastuidraw_banded_rays_compute_coverage | ( | in uint | glyph_data_location, |
in vec2 | glyph_coord, | ||
in vec2 | glyph_coord_fwidth, | ||
in uint | num_vertical_bands, | ||
in uint | num_horizontal_bands, | ||
in bool | use_odd_even_rule | ||
) |
Compute the coverage of a fragment within a fastuidraw::GlyphRenderDataBandedRays glyph.
glyph_data_location | location of the glyph data (see fastuidraw::GlyphRenderDataBandedRays::glyph_offset) |
glyph_coord | the coordinate of the fragment in glyph coordinates |
glyph_coord_fwidth | the value of fwidth(glyph_coord) |
num_vertical_bands | the number of vertical bands of the glyph, see fastuidraw::GlyphRenderDataBandedRays::glyph_num_vertical_bands |
num_horizontal_bands | the number of horizontal bands of the glyph, see fastuidraw::GlyphRenderDataBandedRays::glyph_num_horizontal_bands |
use_odd_even_rule | if true, use the odd-even fill rule, otherwise use the non-zero fill rule. |
Definition at line 251 of file fastuidraw_banded_rays.glsl.hpp.
float fastuidraw_color_burn | ( | in float | S, |
in float | D | ||
) |
perform color burn blending on a single color channel
S | Source input value |
D | Destination input value |
Definition at line 219 of file fastuidraw_blend_util.frag.glsl.hpp.
float fastuidraw_color_dodge | ( | in float | S, |
in float | D | ||
) |
perform color dodge blending on a single color channel
S | Source input value |
D | Destination input value |
Definition at line 196 of file fastuidraw_blend_util.frag.glsl.hpp.
float fastuidraw_hardlight | ( | in float | S, |
in float | D | ||
) |
perform hardlight blending on a single color channel
S | Source input value |
D | Destination input value |
Definition at line 177 of file fastuidraw_blend_util.frag.glsl.hpp.
float fastuidraw_overlay | ( | in float | S, |
in float | D | ||
) |
perform overlay blending on a single color channel
S | Source input value |
D | Destination input value |
Definition at line 140 of file fastuidraw_blend_util.frag.glsl.hpp.
float fastuidraw_restricted_rays_compute_coverage | ( | in uint | glyph_data_location, |
in vec2 | glyph_coord, | ||
in vec2 | glyph_coord_dx, | ||
in vec2 | glyph_coord_dy, | ||
in bool | use_odd_even_rule | ||
) |
Compute the coverage of a fragment within a fastuidraw::GlyphRenderDataRestrictedRays glyph.
glyph_data_location | location of the glyph data (see fastuidraw::GlyphRenderDataRestrictedRays::glyph_offset) |
glyph_coord | the coordinate of the fragment in glyph coordinates |
glyph_coord_dx | the value of dFdx(glyph_coord) |
glyph_coord_dy | the value of dFdy(glyph_coord) |
use_odd_even_rule | if true, use the odd-even fill rule, otherwise use the non-zero fill rule. |
vec3 fastuidraw_set_luminosity | ( | in vec3 | C, |
in vec3 | L | ||
) |
Return an RGB color value generate from taking the chroma of one color value and the luminosity of another
C | color value from which to take the chroma value |
L | color value from which to take the luminosity value |
Definition at line 87 of file fastuidraw_blend_util.frag.glsl.hpp.
vec3 fastuidraw_set_saturation_and_luminosity | ( | in vec3 | C, |
in vec3 | S, | ||
in vec3 | L | ||
) |
Return an RGB color value generate from taking the chroma of one color value and the luminosity and saturation of other color values
C | color value from which to take the chroma value |
S | color value from which to take the saturation value |
L | color value from which to take the luminosity value |
Definition at line 104 of file fastuidraw_blend_util.frag.glsl.hpp.
float fastuidraw_softlight | ( | in float | S, |
in float | D | ||
) |
perform softlight blending on a single color channel
S | Source input value |
D | Destination input value |
Definition at line 154 of file fastuidraw_blend_util.frag.glsl.hpp.