diff options
Diffstat (limited to 'gfx/wr/webrender/res/ps_quad_conic_gradient.glsl')
-rw-r--r-- | gfx/wr/webrender/res/ps_quad_conic_gradient.glsl | 90 |
1 files changed, 90 insertions, 0 deletions
diff --git a/gfx/wr/webrender/res/ps_quad_conic_gradient.glsl b/gfx/wr/webrender/res/ps_quad_conic_gradient.glsl new file mode 100644 index 0000000000..afd02b2776 --- /dev/null +++ b/gfx/wr/webrender/res/ps_quad_conic_gradient.glsl @@ -0,0 +1,90 @@ +/* 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/. */ + +/// This shader renders radial graidents in a color or alpha target. + +#include ps_quad,gradient + +#define PI 3.141592653589793 + +// x: start offset, y: offset scale, z: angle +// Packed in to a vector to work around bug 1630356. +flat varying highp vec3 v_start_offset_offset_scale_angle_vec; +#define v_start_offset v_start_offset_offset_scale_angle_vec.x +#define v_offset_scale v_start_offset_offset_scale_angle_vec.y +#define v_angle v_start_offset_offset_scale_angle_vec.z + +varying highp vec2 v_dir; + +#ifdef WR_VERTEX_SHADER +struct ConicGradient { + vec2 center; + vec2 scale; + float start_offset; + float end_offset; + float angle; + // 1.0 if the gradient should be repeated, 0.0 otherwise. + float repeat; +}; + +ConicGradient fetch_conic_gradient(int address) { + vec4[2] data = fetch_from_gpu_buffer_2f(address); + + return ConicGradient( + data[0].xy, + data[0].zw, + data[1].x, + data[1].y, + data[1].z, + data[1].w + ); +} + +void pattern_vertex(PrimitiveInfo info) { + ConicGradient gradient = fetch_conic_gradient(info.pattern_input.x); + v_gradient_address.x = info.pattern_input.y; + v_gradient_repeat.x = gradient.repeat; + + // Store 1/d where d = end_offset - start_offset + // If d = 0, we can't get its reciprocal. Instead, just use a zero scale. + float d = gradient.end_offset - gradient.start_offset; + v_offset_scale = d != 0.0 ? 1.0 / d : 0.0; + + v_angle = PI / 2.0 - gradient.angle; + v_start_offset = gradient.start_offset * v_offset_scale; + v_dir = ((info.local_pos - info.local_prim_rect.p0) * gradient.scale - gradient.center); +} + +#endif + + +#ifdef WR_FRAGMENT_SHADER + +// From https://math.stackexchange.com/questions/1098487/atan2-faster-approximation +float approx_atan2(float y, float x) { + vec2 a = abs(vec2(x, y)); + float slope = min(a.x, a.y) / max(a.x, a.y); + float s2 = slope * slope; + float r = ((-0.0464964749 * s2 + 0.15931422) * s2 - 0.327622764) * s2 * slope + slope; + + r = if_then_else(float(a.y > a.x), 1.57079637 - r, r); + r = if_then_else(float(x < 0.0), 3.14159274 - r, r); + // To match atan2's behavior, -0.0 should count as negative and flip the sign of r. + // Does this matter in practice in the context of conic gradients? + r = r * sign(y); + + return r; +} + +vec4 pattern_fragment(vec4 color) { + // Use inverse trig to find the angle offset from the relative position. + vec2 current_dir = v_dir; + float current_angle = approx_atan2(current_dir.y, current_dir.x) + v_angle; + float offset = fract(current_angle / (2.0 * PI)) * v_offset_scale - v_start_offset; + + color *= sample_gradient(offset); + return color; +} + +#endif |