/* 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