diff options
Diffstat (limited to 'gfx/wr/webrender/res/brush_opacity.glsl')
-rw-r--r-- | gfx/wr/webrender/res/brush_opacity.glsl | 113 |
1 files changed, 113 insertions, 0 deletions
diff --git a/gfx/wr/webrender/res/brush_opacity.glsl b/gfx/wr/webrender/res/brush_opacity.glsl new file mode 100644 index 0000000000..25fe1cb5aa --- /dev/null +++ b/gfx/wr/webrender/res/brush_opacity.glsl @@ -0,0 +1,113 @@ +/* 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/. */ + +#define VECS_PER_SPECIFIC_BRUSH 3 +#define WR_FEATURE_TEXTURE_2D + +#include shared,prim_shared,brush + +// Interpolated UV coordinates to sample. +varying vec2 v_uv; +varying vec2 v_local_pos; + +// Normalized bounds of the source image in the texture, adjusted to avoid +// sampling artifacts. +flat varying vec4 v_uv_sample_bounds; + +// Layer index to sample. +// Flag to allow perspective interpolation of UV. +flat varying float v_perspective; + +flat varying float v_opacity; + +#ifdef WR_VERTEX_SHADER +void brush_vs( + VertexInfo vi, + int prim_address, + RectWithSize local_rect, + RectWithSize segment_rect, + ivec4 prim_user_data, + int specific_resource_address, + mat4 transform, + PictureTask pic_task, + int brush_flags, + vec4 unused +) { + ImageResource res = fetch_image_resource(prim_user_data.x); + vec2 uv0 = res.uv_rect.p0; + vec2 uv1 = res.uv_rect.p1; + + vec2 texture_size = vec2(textureSize(sColor0, 0).xy); + vec2 f = (vi.local_pos - local_rect.p0) / local_rect.size; + f = get_image_quad_uv(prim_user_data.x, f); + vec2 uv = mix(uv0, uv1, f); + float perspective_interpolate = (brush_flags & BRUSH_FLAG_PERSPECTIVE_INTERPOLATION) != 0 ? 1.0 : 0.0; + + v_uv = uv / texture_size * mix(vi.world_pos.w, 1.0, perspective_interpolate); + v_perspective = perspective_interpolate; + + v_uv_sample_bounds = vec4(uv0 + vec2(0.5), uv1 - vec2(0.5)) / texture_size.xyxy; + + #ifdef WR_FEATURE_ANTIALIASING + v_local_pos = vi.local_pos; + #endif + + v_opacity = float(prim_user_data.y) / 65536.0; +} +#endif + +#ifdef WR_FRAGMENT_SHADER +Fragment brush_fs() { + float perspective_divisor = mix(gl_FragCoord.w, 1.0, v_perspective); + vec2 uv = v_uv * perspective_divisor; + // Clamp the uvs to avoid sampling artifacts. + uv = clamp(uv, v_uv_sample_bounds.xy, v_uv_sample_bounds.zw); + + // No need to un-premultiply since we'll only apply a factor to the alpha. + vec4 color = texture(sColor0, uv); + + float alpha = v_opacity; + + #ifdef WR_FEATURE_ANTIALIASING + alpha *= init_transform_fs(v_local_pos); + #endif + + // Pre-multiply the contribution of the opacity factor. + return Fragment(alpha * color); +} + +#if defined(SWGL) && !defined(WR_FEATURE_DUAL_SOURCE_BLENDING) +void swgl_drawSpanRGBA8() { + if (!swgl_isTextureRGBA8(sColor0)) { + return; + } + + float perspective_divisor = mix(swgl_forceScalar(gl_FragCoord.w), 1.0, v_perspective); + vec2 uv = v_uv * perspective_divisor; + + #ifndef WR_FEATURE_ANTIALIASING + if (swgl_allowTextureNearest(sColor0, uv)) { + swgl_commitTextureNearestColorRGBA8(sColor0, uv, v_uv_sample_bounds, v_opacity, 0); + return; + } + #endif + + uv = swgl_linearQuantize(sColor0, uv); + vec2 min_uv = swgl_linearQuantize(sColor0, v_uv_sample_bounds.xy); + vec2 max_uv = swgl_linearQuantize(sColor0, v_uv_sample_bounds.zw); + vec2 step_uv = swgl_linearQuantizeStep(sColor0, swgl_interpStep(v_uv)) * perspective_divisor; + + while (swgl_SpanLength > 0) { + float alpha = v_opacity; + #ifdef WR_FEATURE_ANTIALIASING + alpha *= init_transform_fs(v_local_pos); + v_local_pos += swgl_interpStep(v_local_pos); + #endif + swgl_commitTextureLinearColorRGBA8(sColor0, clamp(uv, min_uv, max_uv), alpha, 0); + uv += step_uv; + } +} +#endif + +#endif |