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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/. */
#define VECS_PER_SPECIFIC_BRUSH 2
#include shared,prim_shared,brush,gradient_shared
flat varying vec2 v_center;
flat varying float v_start_offset;
flat varying float v_offset_scale;
flat varying float v_angle;
#define PI 3.141592653589793
#ifdef WR_VERTEX_SHADER
struct ConicGradient {
vec2 center_point;
vec2 start_end_offset;
float angle;
int extend_mode;
vec2 stretch_size;
};
ConicGradient fetch_gradient(int address) {
vec4 data[2] = fetch_from_gpu_cache_2(address);
return ConicGradient(
data[0].xy,
data[0].zw,
float(data[1].x),
int(data[1].y),
data[1].zw
);
}
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 texel_rect
) {
ConicGradient gradient = fetch_gradient(prim_address);
write_gradient_vertex(
vi,
local_rect,
segment_rect,
prim_user_data,
brush_flags,
texel_rect,
gradient.extend_mode,
gradient.stretch_size
);
v_center = gradient.center_point;
v_angle = PI / 2.0 - gradient.angle;
v_start_offset = gradient.start_end_offset.x;
if (gradient.start_end_offset.x != gradient.start_end_offset.y) {
// Store 1/scale where scale = end_offset - start_offset
v_offset_scale = 1.0 / (gradient.start_end_offset.y - gradient.start_end_offset.x);
} else {
// If scale = 0, we can't get its reciprocal. Instead, just use a zero scale.
v_offset_scale = 0.0;
}
}
#endif
#ifdef WR_FRAGMENT_SHADER
Fragment brush_fs() {
vec2 pos = compute_gradient_pos();
// Rescale UV to actual repetition size. This can't be done in the vertex
// shader due to the use of atan() below.
pos *= v_repeated_size;
vec2 current_dir = pos - v_center;
float current_angle = atan(current_dir.y, current_dir.x) + v_angle;
float offset = (fract(current_angle / (2.0 * PI)) - v_start_offset) * v_offset_scale;
vec4 color = sample_gradient(offset);
#ifdef WR_FEATURE_ALPHA_PASS
color *= init_transform_fs(v_local_pos);
#endif
return Fragment(color);
}
#endif
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