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path: root/gfx/wr/webrender/res/ps_quad_mask.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 ps_quad,ellipse

varying highp vec2 vClipLocalPos;

#ifdef WR_FEATURE_FAST_PATH
flat varying highp vec3 v_clip_params;      // xy = box size, z = radius
#else
flat varying highp vec4 vClipCenter_Radius_TL;
flat varying highp vec4 vClipCenter_Radius_TR;
flat varying highp vec4 vClipCenter_Radius_BR;
flat varying highp vec4 vClipCenter_Radius_BL;
flat varying highp vec3 vClipPlane_TL;
flat varying highp vec3 vClipPlane_TR;
flat varying highp vec3 vClipPlane_BL;
flat varying highp vec3 vClipPlane_BR;
#endif
flat varying highp vec2 vClipMode;

#ifdef WR_VERTEX_SHADER

PER_INSTANCE in ivec4 aClipData;

struct Clip {
    RectWithEndpoint rect;
#ifdef WR_FEATURE_FAST_PATH
    vec4 radii;
#else
    vec4 radii_top;
    vec4 radii_bottom;
#endif
    float mode;
};

Clip fetch_clip(int index) {
    Clip clip;

#ifdef WR_FEATURE_FAST_PATH
    vec4 texels[3] = fetch_from_gpu_buffer_3(index);
    clip.rect = RectWithEndpoint(texels[0].xy, texels[0].zw);
    clip.radii = texels[1];
    clip.mode = texels[2].x;
#else
    vec4 texels[4] = fetch_from_gpu_buffer_4(index);
    clip.rect = RectWithEndpoint(texels[0].xy, texels[0].zw);
    clip.radii_top = texels[1];
    clip.radii_bottom = texels[2];
    clip.mode = texels[3].x;
#endif

    return clip;
}

void main(void) {
    PrimitiveInfo prim_info = ps_quad_main();

    Clip clip = fetch_clip(aClipData.y);

    RectWithEndpoint xf_bounds = RectWithEndpoint(
        max(clip.rect.p0, prim_info.local_clip_rect.p0),
        min(clip.rect.p1, prim_info.local_clip_rect.p1)
    );
    vTransformBounds = vec4(xf_bounds.p0, xf_bounds.p1);

    Transform clip_transform = fetch_transform(aClipData.x);

    vClipLocalPos = (clip_transform.m * vec4(prim_info.local_pos, 0.0, 1.0)).xy;
    vClipMode.x = clip.mode;

#ifdef WR_FEATURE_FAST_PATH
    // If the radii are all uniform, we can use a much simpler 2d
    // signed distance function to get a rounded rect clip.
    vec2 half_size = 0.5 * (clip.rect.p1 - clip.rect.p0);
    float radius = clip.radii.x;
    vClipLocalPos -= (half_size + clip.rect.p0);
    v_clip_params = vec3(half_size - vec2(radius), radius);
#else
    vec2 r_tl = clip.radii_top.xy;
    vec2 r_tr = clip.radii_top.zw;
    vec2 r_br = clip.radii_bottom.zw;
    vec2 r_bl = clip.radii_bottom.xy;

    vClipCenter_Radius_TL = vec4(clip.rect.p0 + r_tl,
                                 inverse_radii_squared(r_tl));

    vClipCenter_Radius_TR = vec4(clip.rect.p1.x - r_tr.x,
                                 clip.rect.p0.y + r_tr.y,
                                 inverse_radii_squared(r_tr));

    vClipCenter_Radius_BR = vec4(clip.rect.p1 - r_br,
                                 inverse_radii_squared(r_br));

    vClipCenter_Radius_BL = vec4(clip.rect.p0.x + r_bl.x,
                                 clip.rect.p1.y - r_bl.y,
                                 inverse_radii_squared(r_bl));

    // We need to know the half-spaces of the corners separate from the center
    // and radius. We compute a point that falls on the diagonal (which is just
    // an inner vertex pushed out along one axis, but not on both) to get the
    // plane offset of the half-space. We also compute the direction vector of
    // the half-space, which is a perpendicular vertex (-y,x) of the vector of
    // the diagonal. We leave the scales of the vectors unchanged.
    vec2 n_tl = -r_tl.yx;
    vec2 n_tr = vec2(r_tr.y, -r_tr.x);
    vec2 n_br = r_br.yx;
    vec2 n_bl = vec2(-r_bl.y, r_bl.x);
    vClipPlane_TL = vec3(n_tl,
                         dot(n_tl, vec2(clip.rect.p0.x, clip.rect.p0.y + r_tl.y)));
    vClipPlane_TR = vec3(n_tr,
                         dot(n_tr, vec2(clip.rect.p1.x - r_tr.x, clip.rect.p0.y)));
    vClipPlane_BR = vec3(n_br,
                         dot(n_br, vec2(clip.rect.p1.x, clip.rect.p1.y - r_br.y)));
    vClipPlane_BL = vec3(n_bl,
                         dot(n_bl, vec2(clip.rect.p0.x + r_bl.x, clip.rect.p1.y)));
#endif

}
#endif

#ifdef WR_FRAGMENT_SHADER

#ifdef WR_FEATURE_FAST_PATH
// See http://www.iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
float sd_box(in vec2 pos, in vec2 box_size) {
    vec2 d = abs(pos) - box_size;
    return length(max(d, vec2(0.0))) + min(max(d.x,d.y), 0.0);
}

float sd_rounded_box(in vec2 pos, in vec2 box_size, in float radius) {
    return sd_box(pos, box_size) - radius;
}
#endif

void main(void) {
    float aa_range = compute_aa_range(vClipLocalPos);

#ifdef WR_FEATURE_FAST_PATH
    float dist = sd_rounded_box(vClipLocalPos, v_clip_params.xy, v_clip_params.z);
#else
    float dist = distance_to_rounded_rect(
        vClipLocalPos,
        vClipPlane_TL,
        vClipCenter_Radius_TL,
        vClipPlane_TR,
        vClipCenter_Radius_TR,
        vClipPlane_BR,
        vClipCenter_Radius_BR,
        vClipPlane_BL,
        vClipCenter_Radius_BL,
        vTransformBounds
    );
#endif

    // Compute AA for the given dist and range.
    float alpha = distance_aa(aa_range, dist);

    // Select alpha or inverse alpha depending on clip in/out.
    float final_alpha = mix(alpha, 1.0 - alpha, vClipMode.x);

    oFragColor = vec4(final_alpha);
}
#endif