forked from qt-creator/qt-creator
This allows us to share code between the two, in particular the QML code for the Details window, and the theme code. This way we can potentially deduplicate some code. Change-Id: I3a0d26b18488bd2a46b5b077b5b5d79ac2dfc5ce Reviewed-by: Christian Kandeler <christian.kandeler@qt.io> Reviewed-by: Eike Ziller <eike.ziller@qt.io>
60 lines
2.2 KiB
GLSL
60 lines
2.2 KiB
GLSL
/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of Qt Creator.
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**
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3 as published by the Free Software
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** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-3.0.html.
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**
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****************************************************************************/
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attribute vec4 vertexCoord;
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attribute vec2 rectSize;
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attribute float selectionId;
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attribute vec4 vertexColor;
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uniform vec2 scale;
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uniform mat4 matrix;
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uniform vec4 selectionColor;
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uniform float selectedItem;
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varying vec3 color;
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varying vec3 edgeColor;
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varying vec2 barycentric;
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void main()
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{
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gl_Position = matrix * vertexCoord;
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// Make very narrow events somewhat wider so that they don't collapse into 0 pixels
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float scaledWidth = scale.x * rectSize.x;
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float shift = sign(rectSize.x) * max(0.0, 3.0 - abs(scaledWidth)) * 0.0005;
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gl_Position.x += shift;
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// Ditto for events with very small height
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float scaledHeight = scale.y * rectSize.y;
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gl_Position.y += float(rectSize.y > 0.0) * max(0.0, 3.0 - scaledHeight) * 0.003;
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barycentric = vec2(rectSize.x > 0.0 ? 1.0 : 0.0, rectSize.y > 0.0 ? 1.0 : 0.0);
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color = vertexColor.rgb;
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float selected = min(1.0, abs(selectionId - selectedItem));
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edgeColor = mix(selectionColor.rgb, vertexColor.rgb, selected);
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gl_Position.z += mix(0.0, (shift + 0.0015) / 10.0, selected);
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gl_Position.w = 1.0;
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}
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