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-rw-r--r--gfx/wr/webrender/res/gradient_shared.glsl78
1 files changed, 78 insertions, 0 deletions
diff --git a/gfx/wr/webrender/res/gradient_shared.glsl b/gfx/wr/webrender/res/gradient_shared.glsl
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+++ b/gfx/wr/webrender/res/gradient_shared.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/. */
+
+#include gradient
+
+// Size of the gradient pattern's rectangle, used to compute horizontal and vertical
+// repetitions. Not to be confused with another kind of repetition of the pattern
+// which happens along the gradient stops.
+flat varying highp vec2 v_repeated_size;
+
+varying highp vec2 v_pos;
+
+#ifdef WR_FEATURE_ALPHA_PASS
+flat varying highp vec2 v_tile_repeat;
+#endif
+
+#ifdef WR_VERTEX_SHADER
+void write_gradient_vertex(
+ VertexInfo vi,
+ RectWithEndpoint local_rect,
+ RectWithEndpoint segment_rect,
+ ivec4 prim_user_data,
+ int brush_flags,
+ vec4 texel_rect,
+ int extend_mode,
+ vec2 stretch_size
+) {
+ if ((brush_flags & BRUSH_FLAG_SEGMENT_RELATIVE) != 0) {
+ v_pos = (vi.local_pos - segment_rect.p0) / rect_size(segment_rect);
+ v_pos = v_pos * (texel_rect.zw - texel_rect.xy) + texel_rect.xy;
+ v_pos = v_pos * rect_size(local_rect);
+ } else {
+ v_pos = vi.local_pos - local_rect.p0;
+ }
+
+ vec2 tile_repeat = rect_size(local_rect) / stretch_size;
+ v_repeated_size = stretch_size;
+
+ // Normalize UV to 0..1 scale.
+ v_pos /= v_repeated_size;
+
+ v_gradient_address.x = prim_user_data.x;
+
+ // Whether to repeat the gradient along the line instead of clamping.
+ v_gradient_repeat.x = float(extend_mode == EXTEND_MODE_REPEAT);
+
+#ifdef WR_FEATURE_ALPHA_PASS
+ v_tile_repeat = tile_repeat;
+#endif
+}
+#endif //WR_VERTEX_SHADER
+
+#ifdef WR_FRAGMENT_SHADER
+vec2 compute_repeated_pos() {
+#if defined(WR_FEATURE_ALPHA_PASS) && !defined(SWGL_ANTIALIAS)
+ // Handle top and left inflated edges (see brush_image).
+ vec2 local_pos = max(v_pos, vec2(0.0));
+
+ // Apply potential horizontal and vertical repetitions.
+ vec2 pos = fract(local_pos);
+
+ // Handle bottom and right inflated edges (see brush_image).
+ if (local_pos.x >= v_tile_repeat.x) {
+ pos.x = 1.0;
+ }
+ if (local_pos.y >= v_tile_repeat.y) {
+ pos.y = 1.0;
+ }
+ return pos;
+#else
+ // Apply potential horizontal and vertical repetitions.
+ return fract(v_pos);
+#endif
+}
+
+#endif //WR_FRAGMENT_SHADER
+