/* 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/. */ #define VECS_PER_SPECIFIC_BRUSH 3 #define WR_FEATURE_TEXTURE_2D #include shared,prim_shared,brush // UV and bounds for the source image varying highp vec2 v_src_uv; flat varying highp vec4 v_src_uv_sample_bounds; // UV and bounds for the backdrop image varying highp vec2 v_backdrop_uv; flat varying highp vec4 v_backdrop_uv_sample_bounds; // Flag to allow perspective interpolation of UV. // Packed in to vector to work around bug 1630356. flat varying mediump vec2 v_perspective; // mix-blend op. Packed in to vector to work around bug 1630356. flat varying mediump ivec2 v_op; #ifdef WR_VERTEX_SHADER void get_uv( int res_address, vec2 f, ivec2 texture_size, float perspective_f, out vec2 out_uv, out vec4 out_uv_sample_bounds ) { ImageSource res = fetch_image_source(res_address); vec2 uv0 = res.uv_rect.p0; vec2 uv1 = res.uv_rect.p1; vec2 inv_texture_size = vec2(1.0) / vec2(texture_size); f = get_image_quad_uv(res_address, f); vec2 uv = mix(uv0, uv1, f); out_uv = uv * inv_texture_size * perspective_f; out_uv_sample_bounds = vec4(uv0 + vec2(0.5), uv1 - vec2(0.5)) * inv_texture_size.xyxy; } void brush_vs( VertexInfo vi, int prim_address, RectWithEndpoint local_rect, RectWithEndpoint segment_rect, ivec4 prim_user_data, int specific_resource_address, mat4 transform, PictureTask pic_task, int brush_flags, vec4 unused ) { vec2 f = (vi.local_pos - local_rect.p0) / rect_size(local_rect); float perspective_interpolate = (brush_flags & BRUSH_FLAG_PERSPECTIVE_INTERPOLATION) != 0 ? 1.0 : 0.0; float perspective_f = mix(vi.world_pos.w, 1.0, perspective_interpolate); v_perspective.x = perspective_interpolate; v_op.x = prim_user_data.x; get_uv( prim_user_data.y, f, TEX_SIZE(sColor0).xy, 1.0, v_backdrop_uv, v_backdrop_uv_sample_bounds ); get_uv( prim_user_data.z, f, TEX_SIZE(sColor1).xy, perspective_f, v_src_uv, v_src_uv_sample_bounds ); } #endif #ifdef WR_FRAGMENT_SHADER vec3 Multiply(vec3 Cb, vec3 Cs) { return Cb * Cs; } vec3 Screen(vec3 Cb, vec3 Cs) { return Cb + Cs - (Cb * Cs); } vec3 HardLight(vec3 Cb, vec3 Cs) { vec3 m = Multiply(Cb, 2.0 * Cs); vec3 s = Screen(Cb, 2.0 * Cs - 1.0); vec3 edge = vec3(0.5, 0.5, 0.5); return mix(m, s, step(edge, Cs)); } // TODO: Worth doing with mix/step? Check GLSL output. float ColorDodge(float Cb, float Cs) { if (Cb == 0.0) return 0.0; else if (Cs == 1.0) return 1.0; else return min(1.0, Cb / (1.0 - Cs)); } // TODO: Worth doing with mix/step? Check GLSL output. float ColorBurn(float Cb, float Cs) { if (Cb == 1.0) return 1.0; else if (Cs == 0.0) return 0.0; else return 1.0 - min(1.0, (1.0 - Cb) / Cs); } float SoftLight(float Cb, float Cs) { if (Cs <= 0.5) { return Cb - (1.0 - 2.0 * Cs) * Cb * (1.0 - Cb); } else { float D; if (Cb <= 0.25) D = ((16.0 * Cb - 12.0) * Cb + 4.0) * Cb; else D = sqrt(Cb); return Cb + (2.0 * Cs - 1.0) * (D - Cb); } } vec3 Difference(vec3 Cb, vec3 Cs) { return abs(Cb - Cs); } // These functions below are taken from the spec. // There's probably a much quicker way to implement // them in GLSL... float Sat(vec3 c) { return max(c.r, max(c.g, c.b)) - min(c.r, min(c.g, c.b)); } float Lum(vec3 c) { vec3 f = vec3(0.3, 0.59, 0.11); return dot(c, f); } vec3 ClipColor(vec3 C) { float L = Lum(C); float n = min(C.r, min(C.g, C.b)); float x = max(C.r, max(C.g, C.b)); if (n < 0.0) C = L + (((C - L) * L) / (L - n)); if (x > 1.0) C = L + (((C - L) * (1.0 - L)) / (x - L)); return C; } vec3 SetLum(vec3 C, float l) { float d = l - Lum(C); return ClipColor(C + d); } void SetSatInner(inout float Cmin, inout float Cmid, inout float Cmax, float s) { if (Cmax > Cmin) { Cmid = (((Cmid - Cmin) * s) / (Cmax - Cmin)); Cmax = s; } else { Cmid = 0.0; Cmax = 0.0; } Cmin = 0.0; } vec3 SetSat(vec3 C, float s) { if (C.r <= C.g) { if (C.g <= C.b) { SetSatInner(C.r, C.g, C.b, s); } else { if (C.r <= C.b) { SetSatInner(C.r, C.b, C.g, s); } else { SetSatInner(C.b, C.r, C.g, s); } } } else { if (C.r <= C.b) { SetSatInner(C.g, C.r, C.b, s); } else { if (C.g <= C.b) { SetSatInner(C.g, C.b, C.r, s); } else { SetSatInner(C.b, C.g, C.r, s); } } } return C; } vec3 Hue(vec3 Cb, vec3 Cs) { return SetLum(SetSat(Cs, Sat(Cb)), Lum(Cb)); } vec3 Saturation(vec3 Cb, vec3 Cs) { return SetLum(SetSat(Cb, Sat(Cs)), Lum(Cb)); } vec3 Color(vec3 Cb, vec3 Cs) { return SetLum(Cs, Lum(Cb)); } vec3 Luminosity(vec3 Cb, vec3 Cs) { return SetLum(Cb, Lum(Cs)); } const int MixBlendMode_Multiply = 1; const int MixBlendMode_Screen = 2; const int MixBlendMode_Overlay = 3; const int MixBlendMode_Darken = 4; const int MixBlendMode_Lighten = 5; const int MixBlendMode_ColorDodge = 6; const int MixBlendMode_ColorBurn = 7; const int MixBlendMode_HardLight = 8; const int MixBlendMode_SoftLight = 9; const int MixBlendMode_Difference = 10; const int MixBlendMode_Exclusion = 11; const int MixBlendMode_Hue = 12; const int MixBlendMode_Saturation = 13; const int MixBlendMode_Color = 14; const int MixBlendMode_Luminosity = 15; const int MixBlendMode_PlusLighter = 16; Fragment brush_fs() { float perspective_divisor = mix(gl_FragCoord.w, 1.0, v_perspective.x); vec2 src_uv = v_src_uv * perspective_divisor; src_uv = clamp(src_uv, v_src_uv_sample_bounds.xy, v_src_uv_sample_bounds.zw); vec2 backdrop_uv = clamp(v_backdrop_uv, v_backdrop_uv_sample_bounds.xy, v_backdrop_uv_sample_bounds.zw); vec4 Cb = texture(sColor0, backdrop_uv); vec4 Cs = texture(sColor1, src_uv); // The mix-blend-mode functions assume no premultiplied alpha if (Cb.a != 0.0) { Cb.rgb /= Cb.a; } if (Cs.a != 0.0) { Cs.rgb /= Cs.a; } // Return yellow if none of the branches match (shouldn't happen). vec4 result = vec4(1.0, 1.0, 0.0, 1.0); // On Android v_op has been packed in to a vector to avoid a driver bug // on Adreno 3xx. However, this runs in to another Adreno 3xx driver bug // where the switch doesn't match any cases. Unpacking the value from the // vec in to a local variable prior to the switch works around this, but // gets optimized away by glslopt. Adding a bitwise AND prevents that. // See bug 1726755. // default: default: to appease angle_shader_validation switch (v_op.x & 0xFF) { case MixBlendMode_Multiply: result.rgb = Multiply(Cb.rgb, Cs.rgb); break; case MixBlendMode_Overlay: // Overlay is inverse of Hardlight result.rgb = HardLight(Cs.rgb, Cb.rgb); break; case MixBlendMode_Darken: result.rgb = min(Cs.rgb, Cb.rgb); break; case MixBlendMode_Lighten: result.rgb = max(Cs.rgb, Cb.rgb); break; case MixBlendMode_ColorDodge: result.r = ColorDodge(Cb.r, Cs.r); result.g = ColorDodge(Cb.g, Cs.g); result.b = ColorDodge(Cb.b, Cs.b); break; case MixBlendMode_ColorBurn: result.r = ColorBurn(Cb.r, Cs.r); result.g = ColorBurn(Cb.g, Cs.g); result.b = ColorBurn(Cb.b, Cs.b); break; case MixBlendMode_HardLight: result.rgb = HardLight(Cb.rgb, Cs.rgb); break; case MixBlendMode_SoftLight: result.r = SoftLight(Cb.r, Cs.r); result.g = SoftLight(Cb.g, Cs.g); result.b = SoftLight(Cb.b, Cs.b); break; case MixBlendMode_Difference: result.rgb = Difference(Cb.rgb, Cs.rgb); break; case MixBlendMode_Hue: result.rgb = Hue(Cb.rgb, Cs.rgb); break; case MixBlendMode_Saturation: result.rgb = Saturation(Cb.rgb, Cs.rgb); break; case MixBlendMode_Color: result.rgb = Color(Cb.rgb, Cs.rgb); break; case MixBlendMode_Luminosity: result.rgb = Luminosity(Cb.rgb, Cs.rgb); break; case MixBlendMode_Screen: case MixBlendMode_Exclusion: case MixBlendMode_PlusLighter: // This should be unreachable, since we implement // MixBlendMode::Screen, MixBlendMode::Exclusion and // MixBlendMode::PlusLighter using glBlendFuncSeparate. break; default: break; } result.rgb = (1.0 - Cb.a) * Cs.rgb + Cb.a * result.rgb; result.a = Cs.a; result.rgb *= result.a; return Fragment(result); } #endif