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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,clip_shared
varying vec4 vLocalPos;
varying vec2 vClipMaskImageUv;
flat varying vec4 vClipMaskUvRect;
flat varying vec4 vClipMaskUvInnerRect;
#ifdef WR_VERTEX_SHADER
PER_INSTANCE in vec4 aClipTileRect;
PER_INSTANCE in ivec2 aClipDataResourceAddress;
PER_INSTANCE in vec4 aClipLocalRect;
struct ClipMaskInstanceImage {
ClipMaskInstanceCommon shared;
RectWithSize tile_rect;
ivec2 resource_address;
RectWithSize local_rect;
};
ClipMaskInstanceImage fetch_clip_item() {
ClipMaskInstanceImage cmi;
cmi.shared = fetch_clip_item_common();
cmi.tile_rect = RectWithSize(aClipTileRect.xy, aClipTileRect.zw);
cmi.resource_address = aClipDataResourceAddress;
cmi.local_rect = RectWithSize(aClipLocalRect.xy, aClipLocalRect.zw);
return cmi;
}
void main(void) {
ClipMaskInstanceImage cmi = fetch_clip_item();
Transform clip_transform = fetch_transform(cmi.shared.clip_transform_id);
Transform prim_transform = fetch_transform(cmi.shared.prim_transform_id);
ImageResource res = fetch_image_resource_direct(cmi.resource_address);
ClipVertexInfo vi = write_clip_tile_vertex(
cmi.local_rect,
prim_transform,
clip_transform,
cmi.shared.sub_rect,
cmi.shared.task_origin,
cmi.shared.screen_origin,
cmi.shared.device_pixel_scale
);
vLocalPos = vi.local_pos;
vClipMaskImageUv = (vi.local_pos.xy - cmi.tile_rect.p0 * vi.local_pos.w) / cmi.tile_rect.size;
vec2 texture_size = vec2(textureSize(sColor0, 0));
vClipMaskUvRect = vec4(res.uv_rect.p0, res.uv_rect.p1 - res.uv_rect.p0) / texture_size.xyxy;
// applying a half-texel offset to the UV boundaries to prevent linear samples from the outside
vec4 inner_rect = vec4(res.uv_rect.p0, res.uv_rect.p1);
vClipMaskUvInnerRect = (inner_rect + vec4(0.5, 0.5, -0.5, -0.5)) / texture_size.xyxy;
}
#endif
#ifdef WR_FRAGMENT_SHADER
void main(void) {
vec2 local_pos = vLocalPos.xy / vLocalPos.w;
float alpha = vLocalPos.w > 0.0 ? init_transform_fs(local_pos) : 0.0;
// TODO: Handle repeating masks?
vec2 clamped_mask_uv = clamp(vClipMaskImageUv, vec2(0.0, 0.0), vLocalPos.ww);
// Ensure we don't draw outside of our tile.
// FIXME(emilio): Can we do this earlier?
if (clamped_mask_uv != vClipMaskImageUv)
discard;
vec2 source_uv = clamp(
clamped_mask_uv / vLocalPos.w * vClipMaskUvRect.zw + vClipMaskUvRect.xy,
vClipMaskUvInnerRect.xy, vClipMaskUvInnerRect.zw);
float clip_alpha = texture(sColor0, source_uv).r; //careful: texture has type A8
oFragColor = vec4(alpha * clip_alpha, 1.0, 1.0, 1.0);
}
#endif
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