зеркало из https://github.com/mozilla/gecko-dev.git
servo: Merge #13099 - Update webrender (various optimizations, layer fixes and antialiasing shaders) (from glennw:wr-update-opts); r=emilio
Source-Repo: https://github.com/servo/servo Source-Revision: b8874ff7d197af8e0c7c23c6aced4d8a8fce1648 --HG-- rename : servo/resources/shaders/ps_text.glsl => servo/resources/shaders/ps_text_run.glsl
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Коммит
1efe26d1ac
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@ -2591,7 +2591,7 @@ dependencies = [
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[[package]]
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name = "webrender"
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version = "0.5.1"
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source = "git+https://github.com/servo/webrender#5e4c18b22c6b441319959bd0e66b269a50d866be"
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source = "git+https://github.com/servo/webrender#4171ab07f36d9dff12cc4fc31b23c037851cd747"
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dependencies = [
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"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
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"bincode 0.6.0 (registry+https://github.com/rust-lang/crates.io-index)",
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@ -2616,7 +2616,7 @@ dependencies = [
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[[package]]
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name = "webrender_traits"
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version = "0.5.1"
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source = "git+https://github.com/servo/webrender#5e4c18b22c6b441319959bd0e66b269a50d866be"
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source = "git+https://github.com/servo/webrender#4171ab07f36d9dff12cc4fc31b23c037851cd747"
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dependencies = [
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"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
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"byteorder 0.5.3 (registry+https://github.com/rust-lang/crates.io-index)",
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@ -2451,7 +2451,7 @@ dependencies = [
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[[package]]
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name = "webrender"
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version = "0.5.1"
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source = "git+https://github.com/servo/webrender#5e4c18b22c6b441319959bd0e66b269a50d866be"
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source = "git+https://github.com/servo/webrender#4171ab07f36d9dff12cc4fc31b23c037851cd747"
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dependencies = [
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"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
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"bincode 0.6.0 (registry+https://github.com/rust-lang/crates.io-index)",
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@ -2476,7 +2476,7 @@ dependencies = [
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[[package]]
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name = "webrender_traits"
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version = "0.5.1"
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source = "git+https://github.com/servo/webrender#5e4c18b22c6b441319959bd0e66b269a50d866be"
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source = "git+https://github.com/servo/webrender#4171ab07f36d9dff12cc4fc31b23c037851cd747"
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dependencies = [
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"app_units 0.3.0 (registry+https://github.com/rust-lang/crates.io-index)",
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"byteorder 0.5.3 (registry+https://github.com/rust-lang/crates.io-index)",
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@ -4,6 +4,21 @@
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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void discard_pixels_in_rounded_borders(vec2 local_pos) {
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float distanceFromRef = distance(vRefPoint, local_pos);
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if (vRadii.x > 0.0 && (distanceFromRef > vRadii.x || distanceFromRef < vRadii.z)) {
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discard;
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}
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}
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vec4 get_fragment_color(float distanceFromMixLine, float pixelsPerFragment) {
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// Here we are mixing between the two border colors. We need to convert
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// distanceFromMixLine it to pixel space to properly anti-alias and then push
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// it between the limits accepted by `mix`.
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float colorMix = min(max(distanceFromMixLine / pixelsPerFragment, -0.5), 0.5) + 0.5;
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return mix(vHorizontalColor, vVerticalColor, colorMix);
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}
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#ifdef WR_FEATURE_TRANSFORM
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#else
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@ -73,11 +88,10 @@ vec4 draw_double_edge(float pos, float len) {
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// And 0.0 for the blank part.
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float should_fill = in_first_part + in_third_part;
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float color_weight = step(0.0, vF);
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vec4 color = mix(vHorizontalColor, vVerticalColor, color_weight);
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// This is the conversion factor for transformations and device pixel scaling.
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float pixels_per_fragment = length(fwidth(vLocalPos.xy));
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vec4 white = vec4(1.0, 1.0, 1.0, 1.0);
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return mix(white, color, should_fill);
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return mix(white, get_fragment_color(vDistanceFromMixLine, pixels_per_fragment), should_fill);
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}
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vec4 draw_double_edge_vertical() {
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@ -104,7 +118,8 @@ vec4 draw_double_edge_corner() {
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return draw_double_edge_with_radius();
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}
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bool is_vertical = (vBorderPart == PST_TOP_LEFT) ? vF < 0 : vF >= 0;
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bool is_vertical = (vBorderPart == PST_TOP_LEFT) ? vDistanceFromMixLine < 0 :
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vDistanceFromMixLine >= 0;
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if (is_vertical) {
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return draw_double_edge_vertical();
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} else {
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@ -225,23 +240,14 @@ void draw_double_border(void) {
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}
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}
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}
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#endif
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void discard_pixels_in_rounded_borders(vec2 local_pos) {
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float distanceFromRef = distance(vRefPoint, local_pos);
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if (vRadii.x > 0.0 && (distanceFromRef > vRadii.x || distanceFromRef < vRadii.z)) {
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discard;
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}
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}
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void draw_antialiased_solid_border_corner(vec2 local_pos) {
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void draw_antialiased_solid_border_corner(vec2 local_pos, float pixelsPerFragment) {
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if (vRadii.x <= 0.0) {
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return;
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}
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// This is the conversion factor for transformations and device pixel scaling.
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float pixelsPerFragment = length(fwidth(local_pos.xy));
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float distanceFromRef = distance(vRefPoint, local_pos);
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// We want to start anti-aliasing one pixel in from the border.
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@ -262,6 +268,25 @@ void draw_antialiased_solid_border_corner(vec2 local_pos) {
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}
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}
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void draw_solid_border(float distanceFromMixLine, vec2 localPos) {
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switch (vBorderPart) {
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case PST_TOP_LEFT:
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case PST_TOP_RIGHT:
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case PST_BOTTOM_LEFT:
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case PST_BOTTOM_RIGHT: {
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// This is the conversion factor for transformations and device pixel scaling.
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float pixelsPerFragment = length(fwidth(localPos.xy));
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oFragColor = get_fragment_color(distanceFromMixLine, pixelsPerFragment);
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draw_antialiased_solid_border_corner(localPos, pixelsPerFragment);
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break;
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}
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default:
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oFragColor = vHorizontalColor;
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discard_pixels_in_rounded_borders(localPos);
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}
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}
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// TODO: Investigate performance of this shader and see
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// if it's worthwhile splitting it / removing branches etc.
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void main(void) {
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@ -274,9 +299,12 @@ void main(void) {
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#ifdef WR_FEATURE_TRANSFORM
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// TODO(gw): Support other border styles for transformed elements.
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discard_pixels_in_rounded_borders(local_pos);
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float f = (local_pos.x - vSizeInfo.x) * vSizeInfo.w - (local_pos.y - vSizeInfo.y) * vSizeInfo.z;
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oFragColor = vec4(1, 1, 1, alpha) * mix(vHorizontalColor, vVerticalColor, step(0.0, f));
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float distance_from_mix_line = (local_pos.x - vPieceRect.x) * vPieceRect.w -
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(local_pos.y - vPieceRect.y) * vPieceRect.z;
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distance_from_mix_line /= vPieceRectHypotenuseLength;
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draw_solid_border(distance_from_mix_line, local_pos);
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oFragColor *= vec4(1, 1, 1, alpha);
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#else
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switch (vBorderStyle) {
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case BORDER_STYLE_DASHED:
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@ -289,25 +317,9 @@ void main(void) {
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break;
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case BORDER_STYLE_OUTSET:
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case BORDER_STYLE_INSET:
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discard_pixels_in_rounded_borders(local_pos);
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oFragColor = mix(vVerticalColor, vHorizontalColor, step(0.0, vF));
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break;
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case BORDER_STYLE_SOLID:
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oFragColor = mix(vHorizontalColor, vVerticalColor, step(0.0, vF));
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switch (vBorderPart) {
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case PST_TOP_LEFT:
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case PST_TOP_RIGHT:
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case PST_BOTTOM_LEFT:
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case PST_BOTTOM_RIGHT:
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draw_antialiased_solid_border_corner(local_pos);
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break;
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default:
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discard_pixels_in_rounded_borders(local_pos);
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}
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break;
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case BORDER_STYLE_NONE:
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discard_pixels_in_rounded_borders(local_pos);
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oFragColor = mix(vHorizontalColor, vVerticalColor, step(0.0, vF));
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draw_solid_border(vDistanceFromMixLine, local_pos);
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break;
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case BORDER_STYLE_DOUBLE:
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discard_pixels_in_rounded_borders(local_pos);
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@ -19,12 +19,14 @@ flat varying uint vBorderPart; // Which part of the border we're drawing.
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// These are in device space
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#ifdef WR_FEATURE_TRANSFORM
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varying vec3 vLocalPos; // The clamped position in local space.
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flat varying vec4 vSizeInfo;
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flat varying vec4 vPieceRect;
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flat varying float vPieceRectHypotenuseLength;
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#else
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varying vec2 vLocalPos; // The clamped position in local space.
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// These two are interpolated
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varying float vF; // This is a weighting as we get closer to the bottom right corner?
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varying float vDistanceFromMixLine; // This is the distance from the line where two colors
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// meet in border corners.
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varying vec2 vDevicePos; // The clamped position in device space.
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flat varying vec4 vBorders; // the rect of the border in (x, y, width, height) form
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#endif
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@ -109,11 +109,17 @@ void main(void) {
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// x1 - x0 is the width of the corner / line.
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float width = x1 - x0;
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float height = y1 - y0;
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// The fragment shader needs to calculate the distance from the bisecting line
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// to properly mix border colors. For transformed borders, we calculate this distance
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// in the fragment shader itself. For non-transformed borders, we can use the
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// interpolator.
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#ifdef WR_FEATURE_TRANSFORM
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vSizeInfo = vec4(x0, y0, width, height);
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vPieceRect = vec4(x0, y0, width, height);
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vPieceRectHypotenuseLength = sqrt(pow(width, 2) + pow(height, 2));
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#else
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// This is just a weighting of the pixel colors it seems?
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vF = (vi.local_clamped_pos.x - x0) * height - (vi.local_clamped_pos.y - y0) * width;
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vDistanceFromMixLine = (vi.local_clamped_pos.x - x0) * height -
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(vi.local_clamped_pos.y - y0) * width;
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// These are in device space
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vDevicePos = vi.global_clamped_pos;
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@ -0,0 +1,8 @@
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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void main(void) {
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float a = texture(sDiffuse, vUv).a;
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oFragColor = vec4(vColor.rgb, vColor.a * a);
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}
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@ -0,0 +1,11 @@
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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flat varying vec4 vColor;
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varying vec2 vUv;
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#ifdef WR_FEATURE_TRANSFORM
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varying vec3 vLocalPos;
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flat varying vec4 vLocalRect;
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#endif
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@ -0,0 +1,43 @@
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#line 1
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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struct TextRunGlyph {
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vec4 local_rect;
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ivec4 uv_rect;
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};
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struct TextRun {
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PrimitiveInfo info;
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TextRunGlyph glyphs[WR_GLYPHS_PER_TEXT_RUN];
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vec4 color;
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};
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layout(std140) uniform Items {
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TextRun text_runs[WR_MAX_PRIM_ITEMS];
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};
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void main(void) {
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TextRun text_run = text_runs[gl_InstanceID / WR_GLYPHS_PER_TEXT_RUN];
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TextRunGlyph glyph = text_run.glyphs[gl_InstanceID % WR_GLYPHS_PER_TEXT_RUN];
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text_run.info.local_rect = glyph.local_rect;
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ivec4 uv_rect = glyph.uv_rect;
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#ifdef WR_FEATURE_TRANSFORM
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TransformVertexInfo vi = write_transform_vertex(text_run.info);
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vLocalRect = vi.clipped_local_rect;
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vLocalPos = vi.local_pos;
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vec2 f = (vi.local_pos.xy - text_run.info.local_rect.xy) / text_run.info.local_rect.zw;
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#else
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VertexInfo vi = write_vertex(text_run.info);
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vec2 f = (vi.local_clamped_pos - vi.local_rect.p0) / (vi.local_rect.p1 - vi.local_rect.p0);
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#endif
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vec2 texture_size = textureSize(sDiffuse, 0);
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vec2 st0 = uv_rect.xy / texture_size;
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vec2 st1 = uv_rect.zw / texture_size;
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vColor = text_run.color;
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vUv = mix(st0, st1, f);
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}
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