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

33 строки
1.3 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();
BoxShadow bs = fetch_boxshadow(prim.prim_index);
RectWithSize segment_rect = fetch_instance_geometry(prim.sub_index);
VertexInfo vi = write_vertex(segment_rect,
prim.local_clip_rect,
prim.z,
prim.layer,
prim.task);
RenderTaskData child_task = fetch_render_task(prim.user_data.x);
vUv.z = child_task.data1.x;
// Constant offsets to inset from bilinear filtering border.
vec2 patch_origin = child_task.data0.xy + vec2(1.0);
vec2 patch_size_device_pixels = child_task.data0.zw - vec2(2.0);
vec2 patch_size = patch_size_device_pixels / uDevicePixelRatio;
vUv.xy = (vi.local_pos - prim.local_rect.p0) / patch_size;
vMirrorPoint = 0.5 * prim.local_rect.size / patch_size;
vec2 texture_size = vec2(textureSize(sCache, 0));
vCacheUvRectCoords = vec4(patch_origin, patch_origin + patch_size_device_pixels) / texture_size.xyxy;
vColor = bs.color;
}