121 lines
3.9 KiB
GLSL
121 lines
3.9 KiB
GLSL
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#define VECS_PER_SPECIFIC_BRUSH 3
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#define WR_FEATURE_TEXTURE_2D
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#include shared,prim_shared,brush,blend
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// Interpolated UV coordinates to sample.
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varying highp vec2 v_uv;
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// Normalized bounds of the source image in the texture, adjusted to avoid
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// sampling artifacts.
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flat varying highp vec4 v_uv_sample_bounds;
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// x: Flag to allow perspective interpolation of UV.
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// y: Filter-dependent "amount" parameter.
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// Packed in to a vector to work around bug 1630356.
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flat varying mediump vec2 v_perspective_amount;
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#define v_perspective v_perspective_amount.x
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#define v_amount v_perspective_amount.y
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// x: Blend op, y: Lookup table GPU cache address.
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// Packed in to a vector to work around bug 1630356.
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// Must be explicitly marked as highp, as the default integer precision in
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// fragment shaders is mediump which may only be 16 bits in ESSL 3, and GPU
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// cache address can exceed that maximum representable value.
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flat varying highp ivec2 v_op_table_address_vec;
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#define v_op v_op_table_address_vec.x
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#define v_table_address v_op_table_address_vec.y
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// We must keep this as highp as we encoutered shader compilation crashes on
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// Mali-T devices when mediump.
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flat varying highp mat4 v_color_mat;
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// The function to use for each component of a component transfer filter. Using a int[4]
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// or ivec4 (with each element or component containing the function for each component) has
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// ran in to bugs 1695912 and 1731758, so instead use a vec4 and cast the values to/from floats.
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flat varying mediump vec4 v_funcs;
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flat varying mediump vec4 v_color_offset;
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#ifdef WR_VERTEX_SHADER
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void brush_vs(
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VertexInfo vi,
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int prim_address,
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RectWithEndpoint local_rect,
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RectWithEndpoint segment_rect,
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ivec4 prim_user_data,
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int specific_resource_address,
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mat4 transform,
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PictureTask pic_task,
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int brush_flags,
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vec4 unused
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) {
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ImageSource res = fetch_image_source(prim_user_data.x);
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vec2 uv0 = res.uv_rect.p0;
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vec2 uv1 = res.uv_rect.p1;
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vec2 inv_texture_size = vec2(1.0) / vec2(TEX_SIZE(sColor0).xy);
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vec2 f = (vi.local_pos - local_rect.p0) / rect_size(local_rect);
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f = get_image_quad_uv(prim_user_data.x, f);
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vec2 uv = mix(uv0, uv1, f);
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float perspective_interpolate = (brush_flags & BRUSH_FLAG_PERSPECTIVE_INTERPOLATION) != 0 ? 1.0 : 0.0;
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v_uv = uv * inv_texture_size * mix(vi.world_pos.w, 1.0, perspective_interpolate);
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v_perspective = perspective_interpolate;
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v_uv_sample_bounds = vec4(uv0 + vec2(0.5), uv1 - vec2(0.5)) * inv_texture_size.xyxy;
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float amount = float(prim_user_data.z) / 65536.0;
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v_op = prim_user_data.y & 0xffff;
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v_amount = amount;
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v_funcs.r = float((prim_user_data.y >> 28) & 0xf);
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v_funcs.g = float((prim_user_data.y >> 24) & 0xf);
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v_funcs.b = float((prim_user_data.y >> 20) & 0xf);
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v_funcs.a = float((prim_user_data.y >> 16) & 0xf);
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SetupFilterParams(
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v_op,
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amount,
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prim_user_data.z,
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v_color_offset,
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v_color_mat,
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v_table_address
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);
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}
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#endif
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#ifdef WR_FRAGMENT_SHADER
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Fragment brush_fs() {
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float perspective_divisor = mix(gl_FragCoord.w, 1.0, v_perspective);
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vec2 uv = v_uv * perspective_divisor;
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// Clamp the uvs to avoid sampling artifacts.
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uv = clamp(uv, v_uv_sample_bounds.xy, v_uv_sample_bounds.zw);
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vec4 Cs = texture(sColor0, uv);
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float alpha;
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vec3 color;
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CalculateFilter(
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Cs,
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v_op,
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v_amount,
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v_table_address,
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v_color_offset,
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v_color_mat,
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v_funcs,
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color,
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alpha
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);
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#ifdef WR_FEATURE_ALPHA_PASS
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alpha *= antialias_brush();
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#endif
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// Pre-multiply the alpha into the output value.
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return Fragment(alpha * vec4(color, 1.0));
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}
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#endif
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