gecko-dev/gfx/webrender/res/ps_image.vs.glsl

63 строки
2.4 KiB
GLSL

#line 1
/* 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/. */
void main(void) {
Primitive prim = load_primitive();
Image image = fetch_image(prim.specific_prim_address);
ImageResource res = fetch_image_resource(prim.user_data0);
#ifdef WR_FEATURE_TRANSFORM
TransformVertexInfo vi = write_transform_vertex(prim.local_rect,
prim.local_clip_rect,
prim.z,
prim.layer,
prim.task,
prim.local_rect);
vLocalPos = vi.local_pos;
#else
VertexInfo vi = write_vertex(prim.local_rect,
prim.local_clip_rect,
prim.z,
prim.layer,
prim.task,
prim.local_rect);
vLocalPos = vi.local_pos - prim.local_rect.p0;
#endif
write_clip(vi.screen_pos, prim.clip_area);
// If this is in WR_FEATURE_TEXTURE_RECT mode, the rect and size use
// non-normalized texture coordinates.
#ifdef WR_FEATURE_TEXTURE_RECT
vec2 texture_size_normalization_factor = vec2(1, 1);
#else
vec2 texture_size_normalization_factor = vec2(textureSize(sColor0, 0));
#endif
vec2 uv0, uv1;
if (image.sub_rect.x < 0.0) {
uv0 = res.uv_rect.xy;
uv1 = res.uv_rect.zw;
} else {
uv0 = res.uv_rect.xy + image.sub_rect.xy;
uv1 = res.uv_rect.xy + image.sub_rect.zw;
}
// vUv will contain how many times this image has wrapped around the image size.
vec2 st0 = uv0 / texture_size_normalization_factor;
vec2 st1 = uv1 / texture_size_normalization_factor;
vTextureSize = st1 - st0;
vTextureOffset = st0;
vTileSpacing = image.stretch_size_and_tile_spacing.zw;
vStretchSize = image.stretch_size_and_tile_spacing.xy;
// We clamp the texture coordinates to the half-pixel offset from the borders
// in order to avoid sampling outside of the texture area.
vec2 half_texel = vec2(0.5) / texture_size_normalization_factor;
vStRect = vec4(min(st0, st1) + half_texel, max(st0, st1) - half_texel);
}