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+/* 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/. */
+
+#include shared,ellipse
+
+// For edges, the colors are the same. For corners, these
+// are the colors of each edge making up the corner.
+flat varying vec4 vColor00;
+flat varying vec4 vColor01;
+flat varying vec4 vColor10;
+flat varying vec4 vColor11;
+
+// A point + tangent defining the line where the edge
+// transition occurs. Used for corners only.
+flat varying vec4 vColorLine;
+
+// x = segment, y = styles, z = edge axes, w = clip mode
+// Since by default in GLES the vertex shader uses highp
+// and the fragment shader uses mediump, we explicitely
+// use mediump precision so we align with the default
+// mediump precision in the fragment shader.
+flat varying mediump ivec4 vConfig;
+
+// xy = Local space position of the clip center.
+// zw = Scale the rect origin by this to get the outer
+// corner from the segment rectangle.
+flat varying vec4 vClipCenter_Sign;
+
+// An outer and inner elliptical radii for border
+// corner clipping.
+flat varying vec4 vClipRadii;
+
+// Reference point for determine edge clip lines.
+flat varying vec4 vEdgeReference;
+
+// Stores widths/2 and widths/3 to save doing this in FS.
+flat varying vec4 vPartialWidths;
+
+// Clipping parameters for dot or dash.
+flat varying vec4 vClipParams1;
+flat varying vec4 vClipParams2;
+
+// Local space position
+varying vec2 vPos;
+
+#define SEGMENT_TOP_LEFT 0
+#define SEGMENT_TOP_RIGHT 1
+#define SEGMENT_BOTTOM_RIGHT 2
+#define SEGMENT_BOTTOM_LEFT 3
+#define SEGMENT_LEFT 4
+#define SEGMENT_TOP 5
+#define SEGMENT_RIGHT 6
+#define SEGMENT_BOTTOM 7
+
+// Border styles as defined in webrender_api/types.rs
+#define BORDER_STYLE_NONE 0
+#define BORDER_STYLE_SOLID 1
+#define BORDER_STYLE_DOUBLE 2
+#define BORDER_STYLE_DOTTED 3
+#define BORDER_STYLE_DASHED 4
+#define BORDER_STYLE_HIDDEN 5
+#define BORDER_STYLE_GROOVE 6
+#define BORDER_STYLE_RIDGE 7
+#define BORDER_STYLE_INSET 8
+#define BORDER_STYLE_OUTSET 9
+
+#define CLIP_NONE 0
+#define CLIP_DASH_CORNER 1
+#define CLIP_DASH_EDGE 2
+#define CLIP_DOT 3
+
+#ifdef WR_VERTEX_SHADER
+
+PER_INSTANCE in vec2 aTaskOrigin;
+PER_INSTANCE in vec4 aRect;
+PER_INSTANCE in vec4 aColor0;
+PER_INSTANCE in vec4 aColor1;
+PER_INSTANCE in int aFlags;
+PER_INSTANCE in vec2 aWidths;
+PER_INSTANCE in vec2 aRadii;
+PER_INSTANCE in vec4 aClipParams1;
+PER_INSTANCE in vec4 aClipParams2;
+
+vec2 get_outer_corner_scale(int segment) {
+ vec2 p;
+
+ switch (segment) {
+ case SEGMENT_TOP_LEFT:
+ p = vec2(0.0, 0.0);
+ break;
+ case SEGMENT_TOP_RIGHT:
+ p = vec2(1.0, 0.0);
+ break;
+ case SEGMENT_BOTTOM_RIGHT:
+ p = vec2(1.0, 1.0);
+ break;
+ case SEGMENT_BOTTOM_LEFT:
+ p = vec2(0.0, 1.0);
+ break;
+ default:
+ // The result is only used for non-default segment cases
+ p = vec2(0.0);
+ break;
+ }
+
+ return p;
+}
+
+// NOTE(emilio): If you change this algorithm, do the same change
+// in border.rs
+vec4 mod_color(vec4 color, bool is_black, bool lighter) {
+ const float light_black = 0.7;
+ const float dark_black = 0.3;
+
+ const float dark_scale = 0.66666666;
+ const float light_scale = 1.0;
+
+ if (is_black) {
+ if (lighter) {
+ return vec4(vec3(light_black), color.a);
+ }
+ return vec4(vec3(dark_black), color.a);
+ }
+
+ if (lighter) {
+ return vec4(color.rgb * light_scale, color.a);
+ }
+ return vec4(color.rgb * dark_scale, color.a);
+}
+
+vec4[2] get_colors_for_side(vec4 color, int style) {
+ vec4 result[2];
+
+ bool is_black = color.rgb == vec3(0.0, 0.0, 0.0);
+
+ switch (style) {
+ case BORDER_STYLE_GROOVE:
+ result[0] = mod_color(color, is_black, true);
+ result[1] = mod_color(color, is_black, false);
+ break;
+ case BORDER_STYLE_RIDGE:
+ result[0] = mod_color(color, is_black, false);
+ result[1] = mod_color(color, is_black, true);
+ break;
+ default:
+ result[0] = color;
+ result[1] = color;
+ break;
+ }
+
+ return result;
+}
+
+void main(void) {
+ int segment = aFlags & 0xff;
+ int style0 = (aFlags >> 8) & 0xff;
+ int style1 = (aFlags >> 16) & 0xff;
+ int clip_mode = (aFlags >> 24) & 0x0f;
+
+ vec2 outer_scale = get_outer_corner_scale(segment);
+ vec2 outer = outer_scale * aRect.zw;
+ vec2 clip_sign = 1.0 - 2.0 * outer_scale;
+
+ // Set some flags used by the FS to determine the
+ // orientation of the two edges in this corner.
+ ivec2 edge_axis = ivec2(0, 0);
+ // Derive the positions for the edge clips, which must be handled
+ // differently between corners and edges.
+ vec2 edge_reference = vec2(0.0);
+ switch (segment) {
+ case SEGMENT_TOP_LEFT:
+ edge_axis = ivec2(0, 1);
+ edge_reference = outer;
+ break;
+ case SEGMENT_TOP_RIGHT:
+ edge_axis = ivec2(1, 0);
+ edge_reference = vec2(outer.x - aWidths.x, outer.y);
+ break;
+ case SEGMENT_BOTTOM_RIGHT:
+ edge_axis = ivec2(0, 1);
+ edge_reference = outer - aWidths;
+ break;
+ case SEGMENT_BOTTOM_LEFT:
+ edge_axis = ivec2(1, 0);
+ edge_reference = vec2(outer.x, outer.y - aWidths.y);
+ break;
+ case SEGMENT_TOP:
+ case SEGMENT_BOTTOM:
+ edge_axis = ivec2(1, 1);
+ break;
+ case SEGMENT_LEFT:
+ case SEGMENT_RIGHT:
+ default:
+ break;
+ }
+
+ vConfig = ivec4(
+ segment,
+ style0 | (style1 << 8),
+ edge_axis.x | (edge_axis.y << 8),
+ clip_mode
+ );
+ vPartialWidths = vec4(aWidths / 3.0, aWidths / 2.0);
+ vPos = aRect.zw * aPosition.xy;
+
+ vec4[2] color0 = get_colors_for_side(aColor0, style0);
+ vColor00 = color0[0];
+ vColor01 = color0[1];
+ vec4[2] color1 = get_colors_for_side(aColor1, style1);
+ vColor10 = color1[0];
+ vColor11 = color1[1];
+ vClipCenter_Sign = vec4(outer + clip_sign * aRadii, clip_sign);
+ vClipRadii = vec4(aRadii, max(aRadii - aWidths, 0.0));
+ vColorLine = vec4(outer, aWidths.y * -clip_sign.y, aWidths.x * clip_sign.x);
+ vEdgeReference = vec4(edge_reference, edge_reference + aWidths);
+ vClipParams1 = aClipParams1;
+ vClipParams2 = aClipParams2;
+
+ // For the case of dot and dash clips, optimize the number of pixels that
+ // are hit to just include the dot itself.
+ if (clip_mode == CLIP_DOT) {
+ float radius = aClipParams1.z;
+
+ // Expand by a small amount to allow room for AA around
+ // the dot if it's big enough.
+ if (radius > 0.5)
+ radius += 2.0;
+
+ vPos = vClipParams1.xy + radius * (2.0 * aPosition.xy - 1.0);
+ vPos = clamp(vPos, vec2(0.0), aRect.zw);
+ } else if (clip_mode == CLIP_DASH_CORNER) {
+ vec2 center = (aClipParams1.xy + aClipParams2.xy) * 0.5;
+ // This is a gross approximation which works out because dashes don't have
+ // a strong curvature and we will overshoot by inflating the geometry by
+ // this amount on each side (sqrt(2) * length(dash) would be enough and we
+ // compute 2 * approx_length(dash)).
+ float dash_length = length(aClipParams1.xy - aClipParams2.xy);
+ float width = max(aWidths.x, aWidths.y);
+ // expand by a small amout for AA just like we do for dots.
+ vec2 r = vec2(max(dash_length, width)) + 2.0;
+ vPos = clamp(vPos, center - r, center + r);
+ }
+
+ gl_Position = uTransform * vec4(aTaskOrigin + aRect.xy + vPos, 0.0, 1.0);
+}
+#endif
+
+#ifdef WR_FRAGMENT_SHADER
+vec4 evaluate_color_for_style_in_corner(
+ vec2 clip_relative_pos,
+ int style,
+ vec4 color0,
+ vec4 color1,
+ vec4 clip_radii,
+ float mix_factor,
+ int segment,
+ float aa_range
+) {
+ switch (style) {
+ case BORDER_STYLE_DOUBLE: {
+ // Get the distances from 0.33 of the radii, and
+ // also 0.67 of the radii. Use these to form a
+ // SDF subtraction which will clip out the inside
+ // third of the rounded edge.
+ float d_radii_a = distance_to_ellipse(
+ clip_relative_pos,
+ clip_radii.xy - vPartialWidths.xy
+ );
+ float d_radii_b = distance_to_ellipse(
+ clip_relative_pos,
+ clip_radii.xy - 2.0 * vPartialWidths.xy
+ );
+ float d = min(-d_radii_a, d_radii_b);
+ color0 *= distance_aa(aa_range, d);
+ break;
+ }
+ case BORDER_STYLE_GROOVE:
+ case BORDER_STYLE_RIDGE: {
+ float d = distance_to_ellipse(
+ clip_relative_pos,
+ clip_radii.xy - vPartialWidths.zw
+ );
+ float alpha = distance_aa(aa_range, d);
+ float swizzled_factor;
+ switch (segment) {
+ case SEGMENT_TOP_LEFT: swizzled_factor = 0.0; break;
+ case SEGMENT_TOP_RIGHT: swizzled_factor = mix_factor; break;
+ case SEGMENT_BOTTOM_RIGHT: swizzled_factor = 1.0; break;
+ case SEGMENT_BOTTOM_LEFT: swizzled_factor = 1.0 - mix_factor; break;
+ default: swizzled_factor = 0.0; break;
+ };
+ vec4 c0 = mix(color1, color0, swizzled_factor);
+ vec4 c1 = mix(color0, color1, swizzled_factor);
+ color0 = mix(c0, c1, alpha);
+ break;
+ }
+ default:
+ break;
+ }
+
+ return color0;
+}
+
+vec4 evaluate_color_for_style_in_edge(
+ vec2 pos_vec,
+ int style,
+ vec4 color0,
+ vec4 color1,
+ float aa_range,
+ int edge_axis_id
+) {
+ vec2 edge_axis = edge_axis_id != 0 ? vec2(0.0, 1.0) : vec2(1.0, 0.0);
+ float pos = dot(pos_vec, edge_axis);
+ switch (style) {
+ case BORDER_STYLE_DOUBLE: {
+ float d = -1.0;
+ float partial_width = dot(vPartialWidths.xy, edge_axis);
+ if (partial_width >= 1.0) {
+ vec2 ref = vec2(
+ dot(vEdgeReference.xy, edge_axis) + partial_width,
+ dot(vEdgeReference.zw, edge_axis) - partial_width
+ );
+ d = min(pos - ref.x, ref.y - pos);
+ }
+ color0 *= distance_aa(aa_range, d);
+ break;
+ }
+ case BORDER_STYLE_GROOVE:
+ case BORDER_STYLE_RIDGE: {
+ float ref = dot(vEdgeReference.xy + vPartialWidths.zw, edge_axis);
+ float d = pos - ref;
+ float alpha = distance_aa(aa_range, d);
+ color0 = mix(color0, color1, alpha);
+ break;
+ }
+ default:
+ break;
+ }
+
+ return color0;
+}
+
+void main(void) {
+ float aa_range = compute_aa_range(vPos);
+ vec4 color0, color1;
+
+ int segment = vConfig.x;
+ ivec2 style = ivec2(vConfig.y & 0xff, vConfig.y >> 8);
+ ivec2 edge_axis = ivec2(vConfig.z & 0xff, vConfig.z >> 8);
+ int clip_mode = vConfig.w;
+
+ float mix_factor = 0.0;
+ if (edge_axis.x != edge_axis.y) {
+ float d_line = distance_to_line(vColorLine.xy, vColorLine.zw, vPos);
+ mix_factor = distance_aa(aa_range, -d_line);
+ }
+
+ // Check if inside corner clip-region
+ vec2 clip_relative_pos = vPos - vClipCenter_Sign.xy;
+ bool in_clip_region = all(lessThan(vClipCenter_Sign.zw * clip_relative_pos, vec2(0.0)));
+ float d = -1.0;
+
+ switch (clip_mode) {
+ case CLIP_DOT: {
+ // Set clip distance based or dot position and radius.
+ d = distance(vClipParams1.xy, vPos) - vClipParams1.z;
+ break;
+ }
+ case CLIP_DASH_EDGE: {
+ bool is_vertical = vClipParams1.x == 0.;
+ float half_dash = is_vertical ? vClipParams1.y : vClipParams1.x;
+ // We want to draw something like:
+ // +---+---+---+---+
+ // |xxx| | |xxx|
+ // +---+---+---+---+
+ float pos = is_vertical ? vPos.y : vPos.x;
+ bool in_dash = pos < half_dash || pos > 3.0 * half_dash;
+ if (!in_dash) {
+ d = 1.;
+ }
+ break;
+ }
+ case CLIP_DASH_CORNER: {
+ // Get SDF for the two line/tangent clip lines,
+ // do SDF subtract to get clip distance.
+ float d0 = distance_to_line(vClipParams1.xy,
+ vClipParams1.zw,
+ vPos);
+ float d1 = distance_to_line(vClipParams2.xy,
+ vClipParams2.zw,
+ vPos);
+ d = max(d0, -d1);
+ break;
+ }
+ case CLIP_NONE:
+ default:
+ break;
+ }
+
+ if (in_clip_region) {
+ float d_radii_a = distance_to_ellipse(clip_relative_pos, vClipRadii.xy);
+ float d_radii_b = distance_to_ellipse(clip_relative_pos, vClipRadii.zw);
+ float d_radii = max(d_radii_a, -d_radii_b);
+ d = max(d, d_radii);
+
+ color0 = evaluate_color_for_style_in_corner(
+ clip_relative_pos,
+ style.x,
+ vColor00,
+ vColor01,
+ vClipRadii,
+ mix_factor,
+ segment,
+ aa_range
+ );
+ color1 = evaluate_color_for_style_in_corner(
+ clip_relative_pos,
+ style.y,
+ vColor10,
+ vColor11,
+ vClipRadii,
+ mix_factor,
+ segment,
+ aa_range
+ );
+ } else {
+ color0 = evaluate_color_for_style_in_edge(
+ vPos,
+ style.x,
+ vColor00,
+ vColor01,
+ aa_range,
+ edge_axis.x
+ );
+ color1 = evaluate_color_for_style_in_edge(
+ vPos,
+ style.y,
+ vColor10,
+ vColor11,
+ aa_range,
+ edge_axis.y
+ );
+ }
+
+ float alpha = distance_aa(aa_range, d);
+ vec4 color = mix(color0, color1, mix_factor);
+ oFragColor = color * alpha;
+}
+#endif