diff options
Diffstat (limited to 'gfx/wr/webrender/res/cs_scale.glsl')
-rw-r--r-- | gfx/wr/webrender/res/cs_scale.glsl | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/gfx/wr/webrender/res/cs_scale.glsl b/gfx/wr/webrender/res/cs_scale.glsl new file mode 100644 index 0000000000..6bbfd16429 --- /dev/null +++ b/gfx/wr/webrender/res/cs_scale.glsl @@ -0,0 +1,62 @@ +/* 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/. */ + +// This shader must remain compatible with ESSL 1, at least for the +// WR_FEATURE_TEXTURE_EXTERNAL_ESSL1 feature, so that it can be used to render +// video on GLES devices without GL_OES_EGL_image_external_essl3 support. +// This means we cannot use textureSize(), int inputs/outputs, etc. + +#include shared + +varying vec2 vUv; +flat varying vec4 vUvRect; +#ifdef WR_FEATURE_TEXTURE_EXTERNAL_ESSL1 +uniform vec2 uTextureSize; +#endif + +#ifdef WR_VERTEX_SHADER + +PER_INSTANCE attribute vec4 aScaleTargetRect; +PER_INSTANCE attribute vec4 aScaleSourceRect; + +void main(void) { + vec2 src_offset = aScaleSourceRect.xy; + vec2 src_size = aScaleSourceRect.zw - aScaleSourceRect.xy; + + // If this is in WR_FEATURE_TEXTURE_RECT mode, the rect and size use + // non-normalized texture coordinates. +#ifdef WR_FEATURE_TEXTURE_RECT + vec2 texture_size = vec2(1, 1); +#elif defined(WR_FEATURE_TEXTURE_EXTERNAL_ESSL1) + vec2 texture_size = uTextureSize; +#else + vec2 texture_size = vec2(TEX_SIZE(sColor0)); +#endif + + // The uvs may be inverted, so use the min and max for the bounds + vUvRect = vec4(min(aScaleSourceRect.xy, aScaleSourceRect.zw) + vec2(0.5), + max(aScaleSourceRect.xy, aScaleSourceRect.zw) - vec2(0.5)) / texture_size.xyxy; + + vec2 pos = mix(aScaleTargetRect.xy, aScaleTargetRect.zw, aPosition.xy); + vUv = (src_offset + src_size * aPosition.xy) / texture_size; + + gl_Position = uTransform * vec4(pos, 0.0, 1.0); +} + +#endif + +#ifdef WR_FRAGMENT_SHADER + +void main(void) { + vec2 st = clamp(vUv, vUvRect.xy, vUvRect.zw); + oFragColor = TEX_SAMPLE(sColor0, st); +} + +#ifdef SWGL_DRAW_SPAN +void swgl_drawSpanRGBA8() { + swgl_commitTextureLinearRGBA8(sColor0, vUv, vUvRect); +} +#endif + +#endif |