зеркало из https://github.com/mozilla/gecko-dev.git
55 строки
2.2 KiB
GLSL
55 строки
2.2 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.prim_index);
|
|
ResourceRect res = fetch_resource_rect(prim.user_data.x);
|
|
|
|
#ifdef WR_FEATURE_TRANSFORM
|
|
TransformVertexInfo vi = write_transform_vertex(prim.local_rect,
|
|
prim.local_clip_rect,
|
|
prim.z,
|
|
prim.layer,
|
|
prim.task);
|
|
vLocalRect = vi.clipped_local_rect;
|
|
vLocalPos = vi.local_pos;
|
|
#else
|
|
VertexInfo vi = write_vertex(prim.local_rect,
|
|
prim.local_clip_rect,
|
|
prim.z,
|
|
prim.layer,
|
|
prim.task);
|
|
vLocalPos = vi.local_pos - vi.local_rect.p0;
|
|
#endif
|
|
|
|
write_clip(vi.screen_pos, prim.clip_area);
|
|
|
|
vTileSpacing = image.stretch_size_and_tile_spacing.zw;
|
|
vStretchSize = image.stretch_size_and_tile_spacing.xy;
|
|
|
|
// 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
|
|
|
|
// vUv will contain how many times this image has wrapped around the image size.
|
|
vec2 st0 = res.uv_rect.xy / texture_size_normalization_factor;
|
|
vec2 st1 = res.uv_rect.zw / 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);
|
|
}
|