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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,prim_shared
varying vec2 vUv;
flat varying float vUvLayer;
flat varying vec4 vUvRect;
#ifdef WR_VERTEX_SHADER
PER_INSTANCE in vec4 aScaleTargetRect;
PER_INSTANCE in ivec4 aScaleSourceRect;
PER_INSTANCE in int aScaleSourceLayer;
void main(void) {
RectWithSize src_rect = RectWithSize(vec2(aScaleSourceRect.xy), vec2(aScaleSourceRect.zw));
// If this is in WR_FEATURE_TEXTURE_RECT mode, the rect and size use
// non-normalized texture coordinates.
#ifdef WR_FEATURE_TEXTURE_RECT
vec2 texture_size = vec2(1, 1);
#else
vec2 texture_size = vec2(textureSize(sColor0, 0));
#endif
vUvLayer = float(aScaleSourceLayer);
vUvRect = vec4(src_rect.p0 + vec2(0.5),
src_rect.p0 + src_rect.size - vec2(0.5)) / texture_size.xyxy;
vec2 pos = aScaleTargetRect.xy + aScaleTargetRect.zw * aPosition.xy;
vUv = (src_rect.p0 + src_rect.size * aPosition.xy) / texture_size;
gl_Position = uTransform * vec4(pos, 0.0, 1.0);
}
#endif
#ifdef WR_FRAGMENT_SHADER
void main(void) {
vec2 st = clamp(vUv, vUvRect.xy, vUvRect.zw);
oFragColor = TEX_SAMPLE(sColor0, vec3(st, vUvLayer));
}
#ifdef SWGL
void swgl_drawSpanRGBA8() {
if (!swgl_isTextureRGBA8(sColor0)) {
return;
}
int layer = swgl_textureLayerOffset(sColor0, vUvLayer);
vec2 uv = swgl_linearQuantize(sColor0, vUv);
vec2 min_uv = swgl_linearQuantize(sColor0, vUvRect.xy);
vec2 max_uv = swgl_linearQuantize(sColor0, vUvRect.zw);
vec2 step_uv = swgl_linearQuantizeStep(sColor0, swgl_interpStep(vUv));
while (swgl_SpanLength > 0) {
swgl_commitTextureLinearRGBA8(sColor0, clamp(uv, min_uv, max_uv), layer);
uv += step_uv;
}
}
#endif
#endif
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