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
#ifdef WR_FEATURE_DUAL_SOURCE_BLENDING
#extension GL_ARB_explicit_attrib_location : require
#endif
#include base
#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
#define TEX_SAMPLE(sampler, tex_coord) texture(sampler, tex_coord)
#endif
//======================================================================================
// Vertex shader attributes and uniforms
//======================================================================================
#ifdef WR_VERTEX_SHADER
// A generic uniform that shaders can optionally use to configure
// an operation mode for this batch.
uniform int uMode;
// Uniform inputs
uniform mat4 uTransform; // Orthographic projection
// Attribute inputs
in vec3 aPosition;
// get_fetch_uv is a macro to work around a macOS Intel driver parsing bug.
// TODO: convert back to a function once the driver issues are resolved, if ever.
// https://github.com/servo/webrender/pull/623
// https://github.com/servo/servo/issues/13953
// Do the division with unsigned ints because that's more efficient with D3D
#define get_fetch_uv(i, vpi) ivec2(int(vpi * (uint(i) % (WR_MAX_VERTEX_TEXTURE_WIDTH/vpi))), int(uint(i) / (WR_MAX_VERTEX_TEXTURE_WIDTH/vpi)))
#endif
//======================================================================================
// Fragment shader attributes and uniforms
//======================================================================================
#ifdef WR_FRAGMENT_SHADER
// Uniform inputs
// Fragment shader outputs
#ifdef WR_FEATURE_DUAL_SOURCE_BLENDING
layout(location = 0, index = 0) out vec4 oFragColor;
layout(location = 0, index = 1) out vec4 oFragBlend;
#else
out vec4 oFragColor;
#endif
#define EPSILON 0.0001
// "Show Overdraw" color. Premultiplied.
#define WR_DEBUG_OVERDRAW_COLOR vec4(0.110, 0.077, 0.027, 0.125)
float distance_to_line(vec2 p0, vec2 perp_dir, vec2 p) {
vec2 dir_to_p0 = p0 - p;
return dot(normalize(perp_dir), dir_to_p0);
}
/// Find the appropriate half range to apply the AA approximation over.
/// This range represents a coefficient to go from one CSS pixel to half a device pixel.
float compute_aa_range(vec2 position) {
// The constant factor is chosen to compensate for the fact that length(fw) is equal
// to sqrt(2) times the device pixel ratio in the typical case. 0.5/sqrt(2) = 0.35355.
//
// This coefficient is chosen to ensure that any sample 0.5 pixels or more inside of
// the shape has no anti-aliasing applied to it (since pixels are sampled at their center,
// such a pixel (axis aligned) is fully inside the border). We need this so that antialiased
// curves properly connect with non-antialiased vertical or horizontal lines, among other things.
//
// Lines over a half-pixel away from the pixel center *can* intersect with the pixel square;
// indeed, unless they are horizontal or vertical, they are guaranteed to. However, choosing
// a nonzero area for such pixels causes noticeable artifacts at the junction between an anti-
// aliased corner and a straight edge.
//
// We may want to adjust this constant in specific scenarios (for example keep the principled
// value for straight edges where we want pixel-perfect equivalence with non antialiased lines
// when axis aligned, while selecting a larger and smoother aa range on curves).
return 0.35355 * length(fwidth(position));
}
/// Return the blending coefficient for distance antialiasing.
///
/// 0.0 means inside the shape, 1.0 means outside.
///
/// This cubic polynomial approximates the area of a 1x1 pixel square under a
/// line, given the signed Euclidean distance from the center of the square to
/// that line. Calculating the *exact* area would require taking into account
/// not only this distance but also the angle of the line. However, in
/// practice, this complexity is not required, as the area is roughly the same
/// regardless of the angle.
///
/// The coefficients of this polynomial were determined through least-squares
/// regression and are accurate to within 2.16% of the total area of the pixel
/// square 95% of the time, with a maximum error of 3.53%.
///
/// See the comments in `compute_aa_range()` for more information on the
/// cutoff values of -0.5 and 0.5.
float distance_aa(float aa_range, float signed_distance) {
float dist = 0.5 * signed_distance / aa_range;
if (dist <= -0.5 + EPSILON)
return 1.0;
if (dist >= 0.5 - EPSILON)
return 0.0;
return 0.5 + dist * (0.8431027 * dist * dist - 1.14453603);
}
#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
//======================================================================================