/* 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