/* 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 // Interpolated UV coordinates to sample. varying highp vec2 v_uv; // Normalized bounds of the source image in the texture, adjusted to avoid // sampling artifacts. flat varying highp vec4 v_uv_sample_bounds; flat varying mediump vec2 v_opacity_perspective_vec; #define v_opacity v_opacity_perspective_vec.x // Flag to allow perspective interpolation of UV. #define v_perspective v_opacity_perspective_vec.y #ifdef WR_VERTEX_SHADER 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 ) { ImageSource res = fetch_image_source(prim_user_data.x); vec2 uv0 = res.uv_rect.p0; vec2 uv1 = res.uv_rect.p1; vec2 texture_size = vec2(TEX_SIZE(sColor0).xy); vec2 f = (vi.local_pos - local_rect.p0) / rect_size(local_rect); f = get_image_quad_uv(prim_user_data.x, f); vec2 uv = mix(uv0, uv1, f); float perspective_interpolate = (brush_flags & BRUSH_FLAG_PERSPECTIVE_INTERPOLATION) != 0 ? 1.0 : 0.0; v_uv = uv / texture_size * mix(vi.world_pos.w, 1.0, perspective_interpolate); v_perspective = perspective_interpolate; v_uv_sample_bounds = vec4(uv0 + vec2(0.5), uv1 - vec2(0.5)) / texture_size.xyxy; v_opacity = clamp(float(prim_user_data.y) / 65536.0, 0.0, 1.0); } #endif #ifdef WR_FRAGMENT_SHADER Fragment brush_fs() { float perspective_divisor = mix(gl_FragCoord.w, 1.0, v_perspective); vec2 uv = v_uv * perspective_divisor; // Clamp the uvs to avoid sampling artifacts. uv = clamp(uv, v_uv_sample_bounds.xy, v_uv_sample_bounds.zw); // No need to un-premultiply since we'll only apply a factor to the alpha. vec4 color = texture(sColor0, uv); float alpha = v_opacity; #ifdef WR_FEATURE_ALPHA_PASS alpha *= antialias_brush(); #endif // Pre-multiply the contribution of the opacity factor. return Fragment(alpha * color); } #if defined(SWGL_DRAW_SPAN) && !defined(WR_FEATURE_DUAL_SOURCE_BLENDING) void swgl_drawSpanRGBA8() { float perspective_divisor = mix(swgl_forceScalar(gl_FragCoord.w), 1.0, v_perspective); vec2 uv = v_uv * perspective_divisor; swgl_commitTextureLinearColorRGBA8(sColor0, uv, v_uv_sample_bounds, v_opacity); } #endif #endif