/* 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 solid colors or simple images in a color or alpha target. #include ps_quad #ifdef WR_VERTEX_SHADER void pattern_vertex(PrimitiveInfo info) { if ((info.quad_flags & QF_SAMPLE_AS_MASK) != 0) { v_flags.z = 1; } else { v_flags.z = 0; } } #endif #ifdef WR_FRAGMENT_SHADER vec4 pattern_fragment(vec4 color) { if (v_flags.y != 0) { vec2 uv = clamp(v_uv, v_uv_sample_bounds.xy, v_uv_sample_bounds.zw); vec4 texel = TEX_SAMPLE(sColor0, uv); if (v_flags.z != 0) { texel = texel.rrrr; } color *= texel; } return color; } #if defined(SWGL_DRAW_SPAN) void swgl_drawSpanRGBA8() { if (v_flags.y != 0) { if (v_flags.z != 0) { // Fall back to fragment shader as we don't specialize for mask yet. Perhaps // we can use an existing swgl commit or add a new one though? } else { swgl_commitTextureLinearColorRGBA8(sColor0, v_uv, v_uv_sample_bounds, v_color); } } else { swgl_commitSolidRGBA8(v_color); } } #endif #endif