/* 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