gecko-dev/gfx/webrender/res/shared.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/. */
#ifdef WR_FEATURE_TEXTURE_EXTERNAL
// Please check https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external_essl3.txt
// for this extension.
#extension GL_OES_EGL_image_external_essl3 : require
#endif
#include base
// The textureLod() doesn't support samplerExternalOES for WR_FEATURE_TEXTURE_EXTERNAL.
// https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external_essl3.txt
//
// The textureLod() doesn't support sampler2DRect for WR_FEATURE_TEXTURE_RECT, too.
//
// Use texture() instead.
#if defined(WR_FEATURE_TEXTURE_EXTERNAL) || defined(WR_FEATURE_TEXTURE_RECT) || defined(WR_FEATURE_TEXTURE_2D)
#define TEX_SAMPLE(sampler, tex_coord) texture(sampler, tex_coord.xy)
#else
// In normal case, we use textureLod(). We haven't used the lod yet. So, we always pass 0.0 now.
#define TEX_SAMPLE(sampler, tex_coord) textureLod(sampler, tex_coord, 0.0)
#endif
//======================================================================================
// Vertex shader attributes and uniforms
//======================================================================================
#ifdef WR_VERTEX_SHADER
// Uniform inputs
uniform mat4 uTransform; // Orthographic projection
uniform float uDevicePixelRatio;
// Attribute inputs
in vec3 aPosition;
#endif
//======================================================================================
// Fragment shader attributes and uniforms
//======================================================================================
#ifdef WR_FRAGMENT_SHADER
// A generic uniform that shaders can optionally use to configure
// an operation mode for this batch.
uniform int uMode;
// Uniform inputs
// Fragment shader outputs
out vec4 oFragColor;
#endif
//======================================================================================
// Shared shader uniforms
//======================================================================================
#ifdef WR_FEATURE_TEXTURE_2D
uniform sampler2D sColor0;
uniform sampler2D sColor1;
uniform sampler2D sColor2;
#elif defined WR_FEATURE_TEXTURE_RECT
uniform sampler2DRect sColor0;
uniform sampler2DRect sColor1;
uniform sampler2DRect sColor2;
#elif defined WR_FEATURE_TEXTURE_EXTERNAL
uniform samplerExternalOES sColor0;
uniform samplerExternalOES sColor1;
uniform samplerExternalOES sColor2;
#else
uniform sampler2DArray sColor0;
uniform sampler2DArray sColor1;
uniform sampler2DArray sColor2;
#endif
#ifdef WR_FEATURE_DITHERING
uniform sampler2D sDither;
#endif
//======================================================================================
// Interpolator definitions
//======================================================================================
//======================================================================================
// VS only types and UBOs
//======================================================================================
//======================================================================================
// VS only functions
//======================================================================================