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Diffstat (limited to '')
-rw-r--r-- | gfx/wr/webrender/res/gradient_shared.glsl | 78 |
1 files changed, 78 insertions, 0 deletions
diff --git a/gfx/wr/webrender/res/gradient_shared.glsl b/gfx/wr/webrender/res/gradient_shared.glsl new file mode 100644 index 0000000000..f32502a9d1 --- /dev/null +++ b/gfx/wr/webrender/res/gradient_shared.glsl @@ -0,0 +1,78 @@ +/* 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 gradient + +// Size of the gradient pattern's rectangle, used to compute horizontal and vertical +// repetitions. Not to be confused with another kind of repetition of the pattern +// which happens along the gradient stops. +flat varying vec2 v_repeated_size; + +varying vec2 v_pos; + +#ifdef WR_FEATURE_ALPHA_PASS +flat varying vec2 v_tile_repeat; +#endif + +#ifdef WR_VERTEX_SHADER +void write_gradient_vertex( + VertexInfo vi, + RectWithEndpoint local_rect, + RectWithEndpoint segment_rect, + ivec4 prim_user_data, + int brush_flags, + vec4 texel_rect, + int extend_mode, + vec2 stretch_size +) { + if ((brush_flags & BRUSH_FLAG_SEGMENT_RELATIVE) != 0) { + v_pos = (vi.local_pos - segment_rect.p0) / rect_size(segment_rect); + v_pos = v_pos * (texel_rect.zw - texel_rect.xy) + texel_rect.xy; + v_pos = v_pos * rect_size(local_rect); + } else { + v_pos = vi.local_pos - local_rect.p0; + } + + vec2 tile_repeat = rect_size(local_rect) / stretch_size; + v_repeated_size = stretch_size; + + // Normalize UV to 0..1 scale. + v_pos /= v_repeated_size; + + v_gradient_address.x = prim_user_data.x; + + // Whether to repeat the gradient along the line instead of clamping. + v_gradient_repeat.x = float(extend_mode == EXTEND_MODE_REPEAT); + +#ifdef WR_FEATURE_ALPHA_PASS + v_tile_repeat = tile_repeat; +#endif +} +#endif //WR_VERTEX_SHADER + +#ifdef WR_FRAGMENT_SHADER +vec2 compute_repeated_pos() { +#if defined(WR_FEATURE_ALPHA_PASS) && !defined(SWGL_ANTIALIAS) + // Handle top and left inflated edges (see brush_image). + vec2 local_pos = max(v_pos, vec2(0.0)); + + // Apply potential horizontal and vertical repetitions. + vec2 pos = fract(local_pos); + + // Handle bottom and right inflated edges (see brush_image). + if (local_pos.x >= v_tile_repeat.x) { + pos.x = 1.0; + } + if (local_pos.y >= v_tile_repeat.y) { + pos.y = 1.0; + } + return pos; +#else + // Apply potential horizontal and vertical repetitions. + return fract(v_pos); +#endif +} + +#endif //WR_FRAGMENT_SHADER + |