зеркало из https://github.com/mozilla/gecko-dev.git
52 строки
1.7 KiB
GLSL
52 строки
1.7 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
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varying vec3 vUv;
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flat varying vec4 vColor;
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#ifdef WR_VERTEX_SHADER
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// Draw a text run to a cache target. These are always
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// drawn un-transformed. These are used for effects such
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// as text-shadow.
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void main(void) {
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Primitive prim = load_primitive();
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TextRun text = fetch_text_run(prim.specific_prim_address);
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int glyph_index = prim.user_data0;
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int resource_address = prim.user_data1;
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Glyph glyph = fetch_glyph(prim.specific_prim_address,
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glyph_index,
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text.subpx_dir);
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GlyphResource res = fetch_glyph_resource(resource_address);
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// Glyph size is already in device-pixels.
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// The render task origin is in device-pixels. Offset that by
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// the glyph offset, relative to its primitive bounding rect.
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vec2 glyph_size = res.uv_rect.zw - res.uv_rect.xy;
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vec2 glyph_pos = res.offset + glyph_size * aPosition.xy;
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vec2 local_pos = prim.task.common_data.task_rect.p0 + glyph_pos * res.scale +
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uDevicePixelRatio * (glyph.offset - prim.task.content_origin);
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gl_Position = uTransform * vec4(local_pos, 0.0, 1.0);
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vec2 texture_size = vec2(textureSize(sColor0, 0));
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vec2 st0 = res.uv_rect.xy / texture_size;
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vec2 st1 = res.uv_rect.zw / texture_size;
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vUv = vec3(mix(st0, st1, aPosition.xy), res.layer);
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vColor = prim.task.color;
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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 a = texture(sColor0, vUv).a;
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oFragColor = vColor * a;
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}
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#endif
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