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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_radius;
flat varying float v_radius_scale;
#ifdef WR_VERTEX_SHADER
struct RadialGradient {
vec4 center_start_end_radius;
float ratio_xy;
int extend_mode;
vec2 stretch_size;
};
RadialGradient fetch_radial_gradient(int address) {
vec4 data[2] = fetch_from_gpu_cache_2(address);
return RadialGradient(
data[0],
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
) {
RadialGradient gradient = fetch_radial_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_start_end_radius.xy;
v_start_radius = gradient.center_start_end_radius.z;
if (gradient.center_start_end_radius.z != gradient.center_start_end_radius.w) {
// Store 1/rd where rd = end_radius - start_radius
v_radius_scale = 1.0 / (gradient.center_start_end_radius.w - gradient.center_start_end_radius.z);
} else {
// If rd = 0, we can't get its reciprocal. Instead, just use a zero scale.
v_radius_scale = 0.0;
}
// Transform all coordinates by the y scale so the
// fragment shader can work with circles
v_center.y *= gradient.ratio_xy;
v_repeated_size.y *= gradient.ratio_xy;
}
#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 length() below.
pos *= v_repeated_size;
// Solve for t in length(pd) = v_start_radius + t * rd
vec2 pd = pos - v_center;
float offset = (length(pd) - v_start_radius) * v_radius_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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