diff options
Diffstat (limited to 'gfx/wr/webrender/res/gradient_shared.glsl')
-rw-r--r-- | gfx/wr/webrender/res/gradient_shared.glsl | 127 |
1 files changed, 127 insertions, 0 deletions
diff --git a/gfx/wr/webrender/res/gradient_shared.glsl b/gfx/wr/webrender/res/gradient_shared.glsl new file mode 100644 index 0000000000..38ad11aa12 --- /dev/null +++ b/gfx/wr/webrender/res/gradient_shared.glsl @@ -0,0 +1,127 @@ +/* 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/. */ + +flat varying HIGHP_FS_ADDRESS int v_gradient_address; + +// Size of the gradient pattern's rectangle, used to compute horizontal and vertical +// repetitions. Not to be confused with another kind of repetition of the pattern +// which happens along the gradient stops. +flat varying vec2 v_repeated_size; +// Repetition along the gradient stops. +flat varying float v_gradient_repeat; + +varying vec2 v_pos; + +#ifdef WR_FEATURE_ALPHA_PASS +varying vec2 v_local_pos; +flat varying vec2 v_tile_repeat; +#endif + +#ifdef WR_VERTEX_SHADER +void write_gradient_vertex( + VertexInfo vi, + RectWithSize local_rect, + RectWithSize segment_rect, + ivec4 prim_user_data, + int brush_flags, + vec4 texel_rect, + int extend_mode, + vec2 stretch_size +) { + if ((brush_flags & BRUSH_FLAG_SEGMENT_RELATIVE) != 0) { + v_pos = (vi.local_pos - segment_rect.p0) / segment_rect.size; + v_pos = v_pos * (texel_rect.zw - texel_rect.xy) + texel_rect.xy; + v_pos = v_pos * local_rect.size; + } else { + v_pos = vi.local_pos - local_rect.p0; + } + + vec2 tile_repeat = local_rect.size / stretch_size; + v_repeated_size = stretch_size; + + // Normalize UV to 0..1 scale. + v_pos /= v_repeated_size; + + v_gradient_address = prim_user_data.x; + + // Whether to repeat the gradient along the line instead of clamping. + v_gradient_repeat = float(extend_mode != EXTEND_MODE_CLAMP); + +#ifdef WR_FEATURE_ALPHA_PASS + v_tile_repeat = tile_repeat; + v_local_pos = vi.local_pos; +#endif +} +#endif //WR_VERTEX_SHADER + +#ifdef WR_FRAGMENT_SHADER +vec2 compute_gradient_pos() { +#ifdef WR_FEATURE_ALPHA_PASS + // Handle top and left inflated edges (see brush_image). + vec2 local_pos = max(v_pos, vec2(0.0)); + + // Apply potential horizontal and vertical repetitions. + vec2 pos = fract(local_pos); + + // Handle bottom and right inflated edges (see brush_image). + if (local_pos.x >= v_tile_repeat.x) { + pos.x = 1.0; + } + if (local_pos.y >= v_tile_repeat.y) { + pos.y = 1.0; + } + return pos; +#else + // Apply potential horizontal and vertical repetitions. + return fract(v_pos); +#endif +} + +#ifdef WR_FEATURE_DITHERING +vec4 dither(vec4 color) { + const int matrix_mask = 7; + + ivec2 pos = ivec2(gl_FragCoord.xy) & ivec2(matrix_mask); + float noise_normalized = (texelFetch(sDither, pos, 0).r * 255.0 + 0.5) / 64.0; + float noise = (noise_normalized - 0.5) / 256.0; // scale down to the unit length + + return color + vec4(noise, noise, noise, 0); +} +#else +vec4 dither(vec4 color) { + return color; +} +#endif //WR_FEATURE_DITHERING + +vec4 sample_gradient(float offset) { + // Modulo the offset if the gradient repeats. + float x = offset - floor(offset) * v_gradient_repeat; + + // Calculate the color entry index to use for this offset: + // offsets < 0 use the first color entry, 0 + // offsets from [0, 1) use the color entries in the range of [1, N-1) + // offsets >= 1 use the last color entry, N-1 + // so transform the range [0, 1) -> [1, N-1) + + // TODO(gw): In the future we might consider making the size of the + // LUT vary based on number / distribution of stops in the gradient. + // Ensure we don't fetch outside the valid range of the LUT. + const float GRADIENT_ENTRIES = 128.0; + x = clamp(1.0 + x * GRADIENT_ENTRIES, 0.0, 1.0 + GRADIENT_ENTRIES); + + // Calculate the texel to index into the gradient color entries: + // floor(x) is the gradient color entry index + // fract(x) is the linear filtering factor between start and end + float entry_index = floor(x); + float entry_fract = x - entry_index; + + // Fetch the start and end color. There is a [start, end] color per entry. + vec4 texels[2] = fetch_from_gpu_cache_2(v_gradient_address + 2 * int(entry_index)); + + // Finally interpolate and apply dithering + return dither(mix(texels[0], texels[1], entry_fract)); +} + +#endif //WR_FRAGMENT_SHADER + |