зеркало из https://github.com/mozilla/gecko-dev.git
62 строки
2.3 KiB
GLSL
62 строки
2.3 KiB
GLSL
/* 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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#include shared,prim_shared,clip_shared
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varying vec3 vPos;
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flat varying vec4 vClipMaskUvRect;
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flat varying vec4 vClipMaskUvInnerRect;
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flat varying float vLayer;
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#ifdef WR_VERTEX_SHADER
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struct ImageMaskData {
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RectWithSize local_rect;
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};
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ImageMaskData fetch_mask_data(ivec2 address) {
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vec4 data = fetch_from_resource_cache_1_direct(address);
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RectWithSize local_rect = RectWithSize(data.xy, data.zw);
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ImageMaskData mask_data = ImageMaskData(local_rect);
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return mask_data;
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}
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void main(void) {
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ClipMaskInstance cmi = fetch_clip_item();
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ClipArea area = fetch_clip_area(cmi.render_task_address);
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ClipScrollNode scroll_node = fetch_clip_scroll_node(cmi.scroll_node_id);
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ImageMaskData mask = fetch_mask_data(cmi.clip_data_address);
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RectWithSize local_rect = mask.local_rect;
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ImageResource res = fetch_image_resource_direct(cmi.resource_address);
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ClipVertexInfo vi = write_clip_tile_vertex(local_rect,
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scroll_node,
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area);
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vPos = vi.local_pos;
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vLayer = res.layer;
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vClipMaskUv = vec3((vPos.xy / vPos.z - local_rect.p0) / local_rect.size, 0.0);
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vec2 texture_size = vec2(textureSize(sColor0, 0));
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vClipMaskUvRect = vec4(res.uv_rect.xy, res.uv_rect.zw - res.uv_rect.xy) / texture_size.xyxy;
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// applying a half-texel offset to the UV boundaries to prevent linear samples from the outside
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vec4 inner_rect = vec4(res.uv_rect.xy, res.uv_rect.zw);
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vClipMaskUvInnerRect = (inner_rect + vec4(0.5, 0.5, -0.5, -0.5)) / texture_size.xyxy;
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}
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#endif
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#ifdef WR_FRAGMENT_SHADER
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void main(void) {
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float alpha = init_transform_fs(vPos.xy / vPos.z);
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bool repeat_mask = false; //TODO
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vec2 clamped_mask_uv = repeat_mask ? fract(vClipMaskUv.xy) :
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clamp(vClipMaskUv.xy, vec2(0.0, 0.0), vec2(1.0, 1.0));
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vec2 source_uv = clamp(clamped_mask_uv * vClipMaskUvRect.zw + vClipMaskUvRect.xy,
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vClipMaskUvInnerRect.xy, vClipMaskUvInnerRect.zw);
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float clip_alpha = texture(sColor0, vec3(source_uv, vLayer)).r; //careful: texture has type A8
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oFragColor = vec4(alpha * clip_alpha, 1.0, 1.0, 1.0);
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}
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#endif
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