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-rw-r--r--gfx/wr/webrender/res/brush_opacity.glsl83
1 files changed, 83 insertions, 0 deletions
diff --git a/gfx/wr/webrender/res/brush_opacity.glsl b/gfx/wr/webrender/res/brush_opacity.glsl
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+++ b/gfx/wr/webrender/res/brush_opacity.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/. */
+
+#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