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-rw-r--r--gfx/wr/webrender/res/ps_quad_radial_gradient.glsl81
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diff --git a/gfx/wr/webrender/res/ps_quad_radial_gradient.glsl b/gfx/wr/webrender/res/ps_quad_radial_gradient.glsl
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+++ b/gfx/wr/webrender/res/ps_quad_radial_gradient.glsl
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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/. */
+
+/// This shader renders radial graidents in a color or alpha target.
+
+#include ps_quad,gradient
+
+// Start radius. Packed in to a vector to work around bug 1630356.
+flat varying highp vec2 v_start_radius;
+varying highp vec2 v_pos;
+
+struct RadialGradient {
+ vec2 center;
+ vec2 scale;
+ float start_radius;
+ float end_radius;
+ float xy_ratio;
+ // 1.0 if the gradient should be repeated, 0.0 otherwise.
+ float repeat;
+};
+
+RadialGradient fetch_radial_gradient(int address) {
+ vec4[2] data = fetch_from_gpu_buffer_2f(address);
+
+ return RadialGradient(
+ data[0].xy,
+ data[0].zw,
+ data[1].x,
+ data[1].y,
+ data[1].z,
+ data[1].w
+ );
+}
+
+#ifdef WR_VERTEX_SHADER
+void pattern_vertex(PrimitiveInfo info) {
+ RadialGradient gradient = fetch_radial_gradient(info.pattern_input.x);
+ v_gradient_address.x = info.pattern_input.y;
+
+ // Store 1/rd where rd = end_radius - start_radius
+ // If rd = 0, we can't get its reciprocal. Instead, just use a zero scale.
+ float rd = gradient.end_radius - gradient.start_radius;
+ float radius_scale = rd != 0.0 ? 1.0 / rd : 0.0;
+
+ v_start_radius.x = gradient.start_radius * radius_scale;
+
+ // Transform all coordinates by the y scale so the
+ // fragment shader can work with circles
+
+ // v_pos is in a coordinate space relative to the task rect
+ // (so it is independent of the task origin).
+ v_pos = ((info.local_pos - info.local_prim_rect.p0) * gradient.scale - gradient.center) * radius_scale;
+ v_pos.y *= gradient.xy_ratio;
+
+ v_gradient_repeat.x = gradient.repeat;
+}
+#endif
+
+#ifdef WR_FRAGMENT_SHADER
+vec4 pattern_fragment(vec4 color) {
+ // Solve for t in length(pd) = v_start_radius + t * rd
+ float offset = length(v_pos) - v_start_radius.x;
+ color *= sample_gradient(offset);
+
+ return color;
+}
+
+#if defined(SWGL_DRAW_SPAN)
+void swgl_drawSpanRGBA8() {
+ int address = swgl_validateGradient(sGpuBufferF, get_gpu_buffer_uv(v_gradient_address.x),
+ int(GRADIENT_ENTRIES + 2.0));
+ if (address < 0) {
+ return;
+ }
+ swgl_commitRadialGradientRGBA8(sGpuBufferF, address, GRADIENT_ENTRIES, v_gradient_repeat.x != 0.0,
+ v_pos, v_start_radius.x);
+}
+#endif
+
+#endif