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

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GLSL

/* 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
// If this is in WR_FEATURE_TEXTURE_RECT mode, the rect and size use non-normalized
// texture coordinates. Otherwise, it uses normalized texture coordinates. Please
// check GL_TEXTURE_RECTANGLE.
flat varying vec2 vTextureOffset; // Offset of this image into the texture atlas.
flat varying vec2 vTextureSize; // Size of the image in the texture atlas.
flat varying vec2 vTileSpacing; // Amount of space between tiled instances of this image.
flat varying vec4 vStRect; // Rectangle of valid texture rect.
flat varying float vLayer;
#ifdef WR_FEATURE_TRANSFORM
flat varying vec4 vLocalRect;
#endif
varying vec2 vLocalPos;
flat varying vec2 vStretchSize;
#ifdef WR_VERTEX_SHADER
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
VertexInfo vi = write_transform_vertex_primitive(prim);
vLocalPos = vi.local_pos;
vLocalRect = vec4(prim.local_rect.p0, prim.local_rect.p0 + prim.local_rect.size);
#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;
vLayer = res.layer;
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);
}
#endif
#ifdef WR_FRAGMENT_SHADER
void main(void) {
#ifdef WR_FEATURE_TRANSFORM
float alpha = init_transform_fs(vLocalPos);
// We clamp the texture coordinate calculation here to the local rectangle boundaries,
// which makes the edge of the texture stretch instead of repeat.
vec2 upper_bound_mask = step(vLocalRect.zw, vLocalPos);
vec2 relative_pos_in_rect = clamp(vLocalPos, vLocalRect.xy, vLocalRect.zw) - vLocalRect.xy;
#else
float alpha = 1.0;
vec2 relative_pos_in_rect = vLocalPos;
vec2 upper_bound_mask = vec2(0.0);
#endif
alpha *= do_clip();
// We calculate the particular tile this fragment belongs to, taking into
// account the spacing in between tiles. We only paint if our fragment does
// not fall into that spacing.
// If the pixel is at the local rectangle upper bound, we force the current
// tile upper bound in order to avoid wrapping.
vec2 position_in_tile = mix(
mod(relative_pos_in_rect, vStretchSize + vTileSpacing),
vStretchSize,
upper_bound_mask);
vec2 st = vTextureOffset + ((position_in_tile / vStretchSize) * vTextureSize);
st = clamp(st, vStRect.xy, vStRect.zw);
alpha = alpha * float(all(bvec2(step(position_in_tile, vStretchSize))));
oFragColor = vec4(alpha) * TEX_SAMPLE(sColor0, vec3(st, vLayer));
}
#endif