/* 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 shared,clip_shared varying highp vec2 vLocalPos; varying highp vec2 vClipMaskImageUv; flat varying highp vec4 vClipMaskUvInnerRect; #ifdef WR_VERTEX_SHADER PER_INSTANCE in vec4 aClipTileRect; PER_INSTANCE in ivec2 aClipDataResourceAddress; PER_INSTANCE in vec4 aClipLocalRect; struct ClipMaskInstanceImage { ClipMaskInstanceCommon base; RectWithEndpoint tile_rect; ivec2 resource_address; RectWithEndpoint local_rect; }; ClipMaskInstanceImage fetch_clip_item() { ClipMaskInstanceImage cmi; cmi.base = fetch_clip_item_common(); cmi.tile_rect = RectWithEndpoint(aClipTileRect.xy, aClipTileRect.zw); cmi.resource_address = aClipDataResourceAddress; cmi.local_rect = RectWithEndpoint(aClipLocalRect.xy, aClipLocalRect.zw); return cmi; } struct ClipImageVertexInfo { vec2 local_pos; vec4 world_pos; }; // This differs from write_clip_tile_vertex in that we forward transform the // primitive's local-space tile rect into the target space. We use scissoring // to ensure that the primitive does not draw outside the target bounds. ClipImageVertexInfo write_clip_image_vertex(RectWithEndpoint tile_rect, RectWithEndpoint local_clip_rect, Transform prim_transform, Transform clip_transform, RectWithEndpoint sub_rect, vec2 task_origin, vec2 screen_origin, float device_pixel_scale) { vec2 local_pos = rect_clamp(local_clip_rect, mix(tile_rect.p0, tile_rect.p1, aPosition.xy)); vec4 world_pos = prim_transform.m * vec4(local_pos, 0.0, 1.0); vec4 final_pos = vec4( world_pos.xy * device_pixel_scale + (task_origin - screen_origin) * world_pos.w, 0.0, world_pos.w ); gl_Position = uTransform * final_pos; init_transform_vs( clip_transform.is_axis_aligned ? vec4(vec2(-1.0e16), vec2(1.0e16)) : vec4(local_clip_rect.p0, local_clip_rect.p1)); ClipImageVertexInfo vi = ClipImageVertexInfo(local_pos, world_pos); return vi; } void main(void) { ClipMaskInstanceImage cmi = fetch_clip_item(); Transform clip_transform = fetch_transform(cmi.base.clip_transform_id); Transform prim_transform = fetch_transform(cmi.base.prim_transform_id); ImageSource res = fetch_image_source_direct(cmi.resource_address); ClipImageVertexInfo vi = write_clip_image_vertex( cmi.tile_rect, cmi.local_rect, prim_transform, clip_transform, cmi.base.sub_rect, cmi.base.task_origin, cmi.base.screen_origin, cmi.base.device_pixel_scale ); vLocalPos = vi.local_pos; vec2 uv = (vi.local_pos - cmi.tile_rect.p0) / rect_size(cmi.tile_rect); vec2 texture_size = vec2(TEX_SIZE(sColor0)); vec4 uv_rect = vec4(res.uv_rect.p0, res.uv_rect.p1); vClipMaskImageUv = mix(uv_rect.xy, uv_rect.zw, uv) / texture_size; // applying a half-texel offset to the UV boundaries to prevent linear samples from the outside vClipMaskUvInnerRect = (uv_rect + vec4(0.5, 0.5, -0.5, -0.5)) / texture_size.xyxy; } #endif #ifdef WR_FRAGMENT_SHADER void main(void) { float alpha = init_transform_rough_fs(vLocalPos); vec2 source_uv = clamp(vClipMaskImageUv, vClipMaskUvInnerRect.xy, vClipMaskUvInnerRect.zw); float clip_alpha = texture(sColor0, source_uv).r; //careful: texture has type A8 oFragColor = vec4(mix(1.0, clip_alpha, alpha), 0.0, 0.0, 1.0); } #ifdef SWGL_DRAW_SPAN void swgl_drawSpanR8() { if (has_valid_transform_bounds()) { return; } swgl_commitTextureLinearR8(sColor0, vClipMaskImageUv, vClipMaskUvInnerRect); } #endif #endif