зеркало из https://github.com/mozilla/gecko-dev.git
servo: Merge #12832 - Copy updated WR shaders (from glennw:copy-shaders); r=glennw
<!-- Please describe your changes on the following line: --> --- <!-- Thank you for contributing to Servo! Please replace each `[ ]` by `[X]` when the step is complete, and replace `__` with appropriate data: --> - [ ] `./mach build -d` does not report any errors - [ ] `./mach test-tidy` does not report any errors - [ ] These changes fix #__ (github issue number if applicable). <!-- Either: --> - [ ] There are tests for these changes OR - [ ] These changes do not require tests because _____ <!-- Pull requests that do not address these steps are welcome, but they will require additional verification as part of the review process. --> Source-Repo: https://github.com/servo/servo Source-Revision: 43c09d14d820f84beb4c2701b2706196e57e389f
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64c09a7eda
Коммит
f3d3f152be
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@ -218,18 +218,19 @@ void do_clip(vec2 pos, vec4 clip_rect, vec4 radius) {
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}
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}
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bool point_in_rect(vec2 p, vec2 p0, vec2 p1) {
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return p.x >= p0.x &&
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p.y >= p0.y &&
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p.x <= p1.x &&
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p.y <= p1.y;
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float squared_distance_from_rect(vec2 p, vec2 origin, vec2 size) {
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vec2 clamped = clamp(p, origin, origin + size);
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return distance(clamped, p);
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}
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vec2 init_transform_fs(vec3 local_pos, vec4 local_rect) {
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vec2 init_transform_fs(vec3 local_pos, vec4 local_rect, out float fragment_alpha) {
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fragment_alpha = 1.0;
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vec2 pos = local_pos.xy / local_pos.z;
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if (!point_in_rect(pos, local_rect.xy, local_rect.xy + local_rect.zw)) {
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discard;
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float squared_distance = squared_distance_from_rect(pos, local_rect.xy, local_rect.zw);
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if (squared_distance != 0) {
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float delta = length(fwidth(local_pos.xy));
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fragment_alpha = smoothstep(1.0, 0.0, squared_distance / delta * 2);
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}
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return pos;
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@ -1,8 +1,21 @@
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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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void main(void) {
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vec2 st = vTextureOffset + vTextureSize * fract(vUv);
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#ifdef WR_FEATURE_TRANSFORM
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float alpha = 0;
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vec2 pos = init_transform_fs(vLocalPos, vLocalRect, alpha);
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vec2 uv = (pos - vLocalRect.xy) / vStretchSize;
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#else
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vec2 uv = vUv;
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#endif
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vec2 st = vTextureOffset + vTextureSize * fract(uv);
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#ifdef WR_FEATURE_TRANSFORM
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oFragColor = vec4(1, 1, 1, alpha) * texture(sDiffuse, st);
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#else
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oFragColor = texture(sDiffuse, st);
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#endif
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}
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@ -2,6 +2,13 @@
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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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varying vec2 vUv; // Location within the CSS box to draw.
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flat varying vec2 vTextureOffset; // Offset of this image into the texture atlas.
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flat varying vec2 vTextureSize; // Size of the image in the texture atlas.
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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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flat varying vec2 vStretchSize;
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#else
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varying vec2 vUv; // Location within the CSS box to draw.
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#endif
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@ -15,10 +15,18 @@ layout(std140) uniform Items {
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void main(void) {
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Image image = images[gl_InstanceID];
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#ifdef WR_FEATURE_TRANSFORM
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TransformVertexInfo vi = write_transform_vertex(image.info);
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vLocalRect = image.info.local_rect;
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vLocalPos = vi.local_pos;
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vStretchSize = image.stretch_size.xy;
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#else
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VertexInfo vi = write_vertex(image.info);
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vUv = (vi.local_clamped_pos - vi.local_rect.p0) / image.stretch_size.xy;
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#endif
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// vUv will contain how many times this image has wrapped around the image size.
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vUv = (vi.local_clamped_pos - vi.local_rect.p0) / image.stretch_size.xy;
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vTextureSize = image.st_rect.zw - image.st_rect.xy;
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vTextureOffset = image.st_rect.xy;
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}
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@ -3,5 +3,11 @@
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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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#ifdef WR_FEATURE_TRANSFORM
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float alpha = 0;
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init_transform_fs(vLocalPos, vLocalRect, alpha);
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oFragColor = vec4(1, 1, 1, alpha) * vColor;
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#else
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oFragColor = vColor;
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#endif
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}
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@ -3,3 +3,8 @@
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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varying vec4 vColor;
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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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@ -14,6 +14,12 @@ layout(std140) uniform Items {
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void main(void) {
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Rectangle rect = rects[gl_InstanceID];
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write_vertex(rect.info);
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vColor = rect.color;
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#ifdef WR_FEATURE_TRANSFORM
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TransformVertexInfo vi = write_transform_vertex(rect.info);
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vLocalRect = rect.info.local_rect;
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vLocalPos = vi.local_pos;
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#else
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write_vertex(rect.info);
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#endif
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}
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