gecko-dev/gfx/webrender/res/ps_line.fs.glsl

124 строки
4.1 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/. */
float det(vec2 a, vec2 b) {
return a.x * b.y - b.x * a.y;
}
// From: http://research.microsoft.com/en-us/um/people/hoppe/ravg.pdf
vec2 get_distance_vector(vec2 b0, vec2 b1, vec2 b2) {
float a = det(b0, b2);
float b = 2.0 * det(b1, b0);
float d = 2.0 * det(b2, b1);
float f = b * d - a * a;
vec2 d21 = b2 - b1;
vec2 d10 = b1 - b0;
vec2 d20 = b2 - b0;
vec2 gf = 2.0 * (b *d21 + d * d10 + a * d20);
gf = vec2(gf.y,-gf.x);
vec2 pp = -f * gf / dot(gf, gf);
vec2 d0p = b0 - pp;
float ap = det(d0p, d20);
float bp = 2.0 * det(d10, d0p);
float t = clamp((ap + bp) / (2.0 * a + b + d), 0.0, 1.0);
return mix(mix(b0, b1, t), mix(b1,b2,t), t);
}
// Approximate distance from point to quadratic bezier.
float approx_distance(vec2 p, vec2 b0, vec2 b1, vec2 b2) {
return length(get_distance_vector(b0 - p, b1 - p, b2 - p));
}
void main(void) {
float alpha = 1.0;
#ifdef WR_FEATURE_CACHE
vec2 local_pos = vLocalPos;
#else
#ifdef WR_FEATURE_TRANSFORM
alpha = 0.0;
vec2 local_pos = init_transform_fs(vLocalPos, alpha);
#else
vec2 local_pos = vLocalPos;
#endif
alpha = min(alpha, do_clip());
#endif
// Find the appropriate distance to apply the step over.
vec2 fw = fwidth(local_pos);
float afwidth = length(fw);
// Select the x/y coord, depending on which axis this edge is.
vec2 pos = mix(local_pos.xy, local_pos.yx, vAxisSelect);
switch (vStyle) {
case LINE_STYLE_SOLID: {
break;
}
case LINE_STYLE_DASHED: {
// Get the main-axis position relative to closest dot or dash.
float x = mod(pos.x - vLocalOrigin.x, vParams.x);
// Calculate dash alpha (on/off) based on dash length
alpha = min(alpha, step(x, vParams.y));
break;
}
case LINE_STYLE_DOTTED: {
// Get the main-axis position relative to closest dot or dash.
float x = mod(pos.x - vLocalOrigin.x, vParams.x);
// Get the dot alpha
vec2 dot_relative_pos = vec2(x, pos.y) - vParams.yz;
float dot_distance = length(dot_relative_pos) - vParams.y;
alpha = min(alpha, 1.0 - smoothstep(-0.5 * afwidth,
0.5 * afwidth,
dot_distance));
break;
}
case LINE_STYLE_WAVY: {
vec2 normalized_local_pos = pos - vLocalOrigin.xy;
float y0 = vParams.y;
float dy = vParams.z;
float dx = vParams.w;
// Flip the position of the bezier center points each
// wave period.
dy *= step(mod(normalized_local_pos.x, 4.0 * dx), 2.0 * dx) * 2.0 - 1.0;
// Convert pos to a local position within one wave period.
normalized_local_pos.x = dx + mod(normalized_local_pos.x, 2.0 * dx);
// Evaluate SDF to the first bezier.
vec2 b0_0 = vec2(0.0 * dx, y0);
vec2 b1_0 = vec2(1.0 * dx, y0 - dy);
vec2 b2_0 = vec2(2.0 * dx, y0);
float d1 = approx_distance(normalized_local_pos, b0_0, b1_0, b2_0);
// Evaluate SDF to the second bezier.
vec2 b0_1 = vec2(2.0 * dx, y0);
vec2 b1_1 = vec2(3.0 * dx, y0 + dy);
vec2 b2_1 = vec2(4.0 * dx, y0);
float d2 = approx_distance(normalized_local_pos, b0_1, b1_1, b2_1);
// SDF union - this is needed to avoid artifacts where the
// bezier curves join.
float d = min(d1, d2);
// Apply AA based on the thickness of the wave.
alpha = 1.0 - smoothstep(vParams.x - 0.5 * afwidth,
vParams.x + 0.5 * afwidth,
d);
break;
}
}
oFragColor = vColor * vec4(1.0, 1.0, 1.0, alpha);
}