67 lines
2.2 KiB
GLSL
67 lines
2.2 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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#include shared,rect,render_task,gpu_cache,gpu_buffer,gradient
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#define PI 3.141592653589793
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varying highp vec2 v_pos;
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flat varying highp vec2 v_center;
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// x: start offset, y: offset scale, z: angle
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// Packed in to a vector to work around bug 1630356.
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flat varying highp vec3 v_start_offset_offset_scale_angle_vec;
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#define v_start_offset v_start_offset_offset_scale_angle_vec.x
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#define v_offset_scale v_start_offset_offset_scale_angle_vec.y
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#define v_angle v_start_offset_offset_scale_angle_vec.z
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#ifdef WR_VERTEX_SHADER
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#define EXTEND_MODE_REPEAT 1
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PER_INSTANCE in vec4 aTaskRect;
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PER_INSTANCE in vec2 aCenter;
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PER_INSTANCE in vec2 aScale;
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PER_INSTANCE in float aStartOffset;
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PER_INSTANCE in float aEndOffset;
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PER_INSTANCE in float aAngle;
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PER_INSTANCE in int aExtendMode;
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PER_INSTANCE in int aGradientStopsAddress;
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void main(void) {
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// Store 1/d where d = end_offset - start_offset
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// If d = 0, we can't get its reciprocal. Instead, just use a zero scale.
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float d = aEndOffset - aStartOffset;
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v_offset_scale = d != 0.0 ? 1.0 / d : 0.0;
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vec2 pos = mix(aTaskRect.xy, aTaskRect.zw, aPosition.xy);
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gl_Position = uTransform * vec4(pos, 0.0, 1.0);
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v_angle = PI / 2.0 - aAngle;
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v_start_offset = aStartOffset * v_offset_scale;
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// v_pos and v_center are in a coordinate space relative to the task rect
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// (so they are independent of the task origin).
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v_center = aCenter * v_offset_scale;
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v_pos = (aTaskRect.zw - aTaskRect.xy) * aPosition.xy * v_offset_scale * aScale;
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v_gradient_repeat.x = float(aExtendMode == EXTEND_MODE_REPEAT);
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v_gradient_address.x = aGradientStopsAddress;
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}
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#endif
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#ifdef WR_FRAGMENT_SHADER
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void main(void) {
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// Use inverse trig to find the angle offset from the relative position.
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vec2 current_dir = v_pos - v_center;
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float current_angle = atan(current_dir.y, current_dir.x) + v_angle;
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float offset = fract(current_angle / (2.0 * PI)) * v_offset_scale - v_start_offset;
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oFragColor = sample_gradient(offset);
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}
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#endif
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