зеркало из https://github.com/mozilla/gecko-dev.git
121 строка
3.1 KiB
GLSL
121 строка
3.1 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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#define VECS_PER_SPECIFIC_BRUSH 2
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#include shared,prim_shared,brush
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flat varying int vGradientAddress;
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flat varying float vGradientRepeat;
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flat varying vec2 vScaledDir;
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flat varying vec2 vStartPoint;
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// Size of the gradient pattern's rectangle, used to compute horizontal and vertical
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// repetitions. Not to be confused with another kind of repetition of the pattern
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// which happens along the gradient stops.
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flat varying vec2 vRepeatedSize;
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varying vec2 vPos;
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#ifdef WR_FEATURE_ALPHA_PASS
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varying vec2 vLocalPos;
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flat varying vec2 vTileRepeat;
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#endif
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#ifdef WR_VERTEX_SHADER
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struct Gradient {
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vec4 start_end_point;
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int extend_mode;
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vec2 stretch_size;
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};
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Gradient fetch_gradient(int address) {
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vec4 data[2] = fetch_from_gpu_cache_2(address);
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return Gradient(
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data[0],
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int(data[1].x),
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data[1].yz
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);
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}
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void brush_vs(
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VertexInfo vi,
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int prim_address,
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RectWithSize local_rect,
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RectWithSize segment_rect,
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ivec4 user_data,
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mat4 transform,
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PictureTask pic_task,
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int brush_flags,
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vec4 texel_rect
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) {
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Gradient gradient = fetch_gradient(prim_address);
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if ((brush_flags & BRUSH_FLAG_SEGMENT_RELATIVE) != 0) {
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vPos = (vi.local_pos - segment_rect.p0) / segment_rect.size;
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vPos = vPos * (texel_rect.zw - texel_rect.xy) + texel_rect.xy;
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} else {
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vPos = vi.local_pos - local_rect.p0;
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}
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vec2 start_point = gradient.start_end_point.xy;
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vec2 end_point = gradient.start_end_point.zw;
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vec2 dir = end_point - start_point;
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vStartPoint = start_point;
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vScaledDir = dir / dot(dir, dir);
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vec2 tile_repeat = local_rect.size / gradient.stretch_size;
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vRepeatedSize = gradient.stretch_size;
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vGradientAddress = user_data.x;
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// Whether to repeat the gradient along the line instead of clamping.
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vGradientRepeat = float(gradient.extend_mode != EXTEND_MODE_CLAMP);
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#ifdef WR_FEATURE_ALPHA_PASS
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vTileRepeat = tile_repeat;
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vLocalPos = vi.local_pos;
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#endif
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}
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#endif
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#ifdef WR_FRAGMENT_SHADER
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Fragment brush_fs() {
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#ifdef WR_FEATURE_ALPHA_PASS
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// Handle top and left inflated edges (see brush_image).
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vec2 local_pos = max(vPos, vec2(0.0));
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// Apply potential horizontal and vertical repetitions.
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vec2 pos = mod(local_pos, vRepeatedSize);
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vec2 prim_size = vRepeatedSize * vTileRepeat;
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// Handle bottom and right inflated edges (see brush_image).
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if (local_pos.x >= prim_size.x) {
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pos.x = vRepeatedSize.x;
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}
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if (local_pos.y >= prim_size.y) {
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pos.y = vRepeatedSize.y;
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}
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#else
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// Apply potential horizontal and vertical repetitions.
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vec2 pos = mod(vPos, vRepeatedSize);
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#endif
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float offset = dot(pos - vStartPoint, vScaledDir);
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vec4 color = sample_gradient(vGradientAddress,
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offset,
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vGradientRepeat);
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#ifdef WR_FEATURE_ALPHA_PASS
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color *= init_transform_fs(vLocalPos);
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#endif
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return Fragment(color);
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}
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#endif
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