/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include shared,prim_shared,clip_shared varying vec3 vPos; flat varying vec4 vClipMaskUvRect; flat varying vec4 vClipMaskUvInnerRect; flat varying float vLayer; #ifdef WR_VERTEX_SHADER struct ImageMaskData { RectWithSize local_rect; }; ImageMaskData fetch_mask_data(ivec2 address) { vec4 data = fetch_from_resource_cache_1_direct(address); RectWithSize local_rect = RectWithSize(data.xy, data.zw); ImageMaskData mask_data = ImageMaskData(local_rect); return mask_data; } void main(void) { ClipMaskInstance cmi = fetch_clip_item(); ClipArea area = fetch_clip_area(cmi.render_task_address); ClipScrollNode scroll_node = fetch_clip_scroll_node(cmi.scroll_node_id); ImageMaskData mask = fetch_mask_data(cmi.clip_data_address); RectWithSize local_rect = mask.local_rect; ImageResource res = fetch_image_resource_direct(cmi.resource_address); ClipVertexInfo vi = write_clip_tile_vertex(local_rect, scroll_node, area); vPos = vi.local_pos; vLayer = res.layer; vClipMaskUv = vec3((vPos.xy / vPos.z - local_rect.p0) / local_rect.size, 0.0); vec2 texture_size = vec2(textureSize(sColor0, 0)); vClipMaskUvRect = vec4(res.uv_rect.p0, res.uv_rect.p1 - res.uv_rect.p0) / texture_size.xyxy; // applying a half-texel offset to the UV boundaries to prevent linear samples from the outside vec4 inner_rect = vec4(res.uv_rect.p0, res.uv_rect.p1); vClipMaskUvInnerRect = (inner_rect + vec4(0.5, 0.5, -0.5, -0.5)) / texture_size.xyxy; } #endif #ifdef WR_FRAGMENT_SHADER void main(void) { float alpha = init_transform_fs(vPos.xy / vPos.z); bool repeat_mask = false; //TODO vec2 clamped_mask_uv = repeat_mask ? fract(vClipMaskUv.xy) : clamp(vClipMaskUv.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)); vec2 source_uv = clamp(clamped_mask_uv * vClipMaskUvRect.zw + vClipMaskUvRect.xy, vClipMaskUvInnerRect.xy, vClipMaskUvInnerRect.zw); float clip_alpha = texture(sColor0, vec3(source_uv, vLayer)).r; //careful: texture has type A8 oFragColor = vec4(alpha * clip_alpha, 1.0, 1.0, 1.0); } #endif