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-rw-r--r--gfx/wr/webrender/res/gradient.glsl63
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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/. */
+
+// Gradient GPU cache address.
+// Packed in to a vector to work around bug 1630356.
+flat varying HIGHP_FS_ADDRESS ivec2 v_gradient_address;
+// Repetition along the gradient stops.
+// Packed in to a vector to work around bug 1630356.
+flat varying vec2 v_gradient_repeat;
+
+#ifdef WR_FRAGMENT_SHADER
+
+#ifdef WR_FEATURE_DITHERING
+vec4 dither(vec4 color) {
+ const int matrix_mask = 7;
+
+ ivec2 pos = ivec2(gl_FragCoord.xy) & ivec2(matrix_mask);
+ float noise_normalized = (texelFetch(sDither, pos, 0).r * 255.0 + 0.5) / 64.0;
+ float noise = (noise_normalized - 0.5) / 256.0; // scale down to the unit length
+
+ return color + vec4(noise, noise, noise, 0);
+}
+#else
+vec4 dither(vec4 color) {
+ return color;
+}
+#endif //WR_FEATURE_DITHERING
+
+#define GRADIENT_ENTRIES 128.0
+
+float clamp_gradient_entry(float offset) {
+ // Calculate the color entry index to use for this offset:
+ // offsets < 0 use the first color entry, 0
+ // offsets from [0, 1) use the color entries in the range of [1, N-1)
+ // offsets >= 1 use the last color entry, N-1
+ // so transform the range [0, 1) -> [1, N-1)
+
+ // TODO(gw): In the future we might consider making the size of the
+ // LUT vary based on number / distribution of stops in the gradient.
+ // Ensure we don't fetch outside the valid range of the LUT.
+ return clamp(1.0 + offset * GRADIENT_ENTRIES, 0.0, 1.0 + GRADIENT_ENTRIES);
+}
+
+vec4 sample_gradient(float offset) {
+ // Modulo the offset if the gradient repeats.
+ offset -= floor(offset) * v_gradient_repeat.x;
+
+ // Calculate the texel to index into the gradient color entries:
+ // floor(x) is the gradient color entry index
+ // fract(x) is the linear filtering factor between start and end
+ float x = clamp_gradient_entry(offset);
+ float entry_index = floor(x);
+ float entry_fract = x - entry_index;
+
+ // Fetch the start and end color. There is a [start, end] color per entry.
+ vec4 texels[2] = fetch_from_gpu_buffer_2(v_gradient_address.x + 2 * int(entry_index));
+
+ // Finally interpolate and apply dithering
+ return dither(texels[0] + texels[1] * entry_fract);
+}
+
+#endif //WR_FRAGMENT_SHADER