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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 solid colors or simple images in a color or alpha target.
#include ps_quad
#ifndef SWGL_ANTIALIAS
varying highp vec2 vLocalPos;
#endif
#ifdef WR_VERTEX_SHADER
void main(void) {
PrimitiveInfo info = ps_quad_main();
#ifndef SWGL_ANTIALIAS
RectWithEndpoint xf_bounds = RectWithEndpoint(
max(info.local_prim_rect.p0, info.local_clip_rect.p0),
min(info.local_prim_rect.p1, info.local_clip_rect.p1)
);
vTransformBounds = vec4(xf_bounds.p0, xf_bounds.p1);
vLocalPos = info.local_pos;
if (info.edge_flags == 0) {
v_flags.x = 0;
} else {
v_flags.x = 1;
}
#endif
if ((info.quad_flags & QF_SAMPLE_AS_MASK) != 0) {
v_flags.z = 1;
} else {
v_flags.z = 0;
}
}
#endif
#ifdef WR_FRAGMENT_SHADER
void main(void) {
vec4 color = v_color;
#ifndef SWGL_ANTIALIAS
if (v_flags.x != 0) {
float alpha = init_transform_fs(vLocalPos);
color *= alpha;
}
#endif
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;
}
oFragColor = 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
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