diff options
Diffstat (limited to 'gfx/wr/webrender/res/ps_quad_radial_gradient.glsl')
-rw-r--r-- | gfx/wr/webrender/res/ps_quad_radial_gradient.glsl | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/gfx/wr/webrender/res/ps_quad_radial_gradient.glsl b/gfx/wr/webrender/res/ps_quad_radial_gradient.glsl new file mode 100644 index 0000000000..05b4dd2aa8 --- /dev/null +++ b/gfx/wr/webrender/res/ps_quad_radial_gradient.glsl @@ -0,0 +1,81 @@ +/* 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 |