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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 shared,rect,render_task,gpu_cache,gpu_buffer,gradient
varying highp vec2 v_pos;
// Start radius. Packed in to a vector to work around bug 1630356.
flat varying highp vec2 v_start_radius;
#ifdef WR_VERTEX_SHADER
#define EXTEND_MODE_REPEAT 1
PER_INSTANCE in vec4 aTaskRect;
PER_INSTANCE in vec2 aCenter;
PER_INSTANCE in vec2 aScale;
PER_INSTANCE in float aStartRadius;
PER_INSTANCE in float aEndRadius;
PER_INSTANCE in float aXYRatio;
PER_INSTANCE in int aExtendMode;
PER_INSTANCE in int aGradientStopsAddress;
void main(void) {
// Store 1/rd where rd = end_radius - start_radius
// If rd = 0, we can't get its reciprocal. Instead, just use a zero scale.
float rd = aEndRadius - aStartRadius;
float radius_scale = rd != 0.0 ? 1.0 / rd : 0.0;
vec2 pos = mix(aTaskRect.xy, aTaskRect.zw, aPosition.xy);
gl_Position = uTransform * vec4(pos, 0.0, 1.0);
v_start_radius.x = aStartRadius * radius_scale;
// Transform all coordinates by the y scale so the
// fragment shader can work with circles
// v_pos is in a coordinate space relative to the task rect
// (so it is independent of the task origin).
v_pos = ((aTaskRect.zw - aTaskRect.xy) * aPosition.xy * aScale - aCenter) * radius_scale;
v_pos.y *= aXYRatio;
v_gradient_repeat.x = float(aExtendMode == EXTEND_MODE_REPEAT);
v_gradient_address.x = aGradientStopsAddress;
}
#endif
#ifdef WR_FRAGMENT_SHADER
void main(void) {
// Solve for t in length(pd) = v_start_radius + t * rd
float offset = length(v_pos) - v_start_radius.x;
oFragColor = sample_gradient(offset);
}
#ifdef SWGL_DRAW_SPAN
void swgl_drawSpanRGBA8() {
int address = swgl_validateGradient(sGpuBuffer, get_gpu_buffer_uv(v_gradient_address.x),
int(GRADIENT_ENTRIES + 2.0));
if (address < 0) {
return;
}
swgl_commitRadialGradientRGBA8(sGpuBuffer, address, GRADIENT_ENTRIES, v_gradient_repeat.x != 0.0,
v_pos, v_start_radius.x);
}
#endif
#endif
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