78 lines
2.2 KiB
GLSL
78 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 gradient
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// Size of the gradient pattern's rectangle, used to compute horizontal and vertical
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// repetitions. Not to be confused with another kind of repetition of the pattern
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// which happens along the gradient stops.
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flat varying highp vec2 v_repeated_size;
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varying highp vec2 v_pos;
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#ifdef WR_FEATURE_ALPHA_PASS
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flat varying highp vec2 v_tile_repeat;
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#endif
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#ifdef WR_VERTEX_SHADER
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void write_gradient_vertex(
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VertexInfo vi,
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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 brush_flags,
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vec4 texel_rect,
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int extend_mode,
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vec2 stretch_size
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) {
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if ((brush_flags & BRUSH_FLAG_SEGMENT_RELATIVE) != 0) {
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v_pos = (vi.local_pos - segment_rect.p0) / rect_size(segment_rect);
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v_pos = v_pos * (texel_rect.zw - texel_rect.xy) + texel_rect.xy;
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v_pos = v_pos * rect_size(local_rect);
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} else {
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v_pos = vi.local_pos - local_rect.p0;
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}
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vec2 tile_repeat = rect_size(local_rect) / stretch_size;
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v_repeated_size = stretch_size;
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// Normalize UV to 0..1 scale.
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v_pos /= v_repeated_size;
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v_gradient_address.x = prim_user_data.x;
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// Whether to repeat the gradient along the line instead of clamping.
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v_gradient_repeat.x = float(extend_mode == EXTEND_MODE_REPEAT);
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#ifdef WR_FEATURE_ALPHA_PASS
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v_tile_repeat = tile_repeat;
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#endif
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}
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#endif //WR_VERTEX_SHADER
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#ifdef WR_FRAGMENT_SHADER
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vec2 compute_repeated_pos() {
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#if defined(WR_FEATURE_ALPHA_PASS) && !defined(SWGL_ANTIALIAS)
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// Handle top and left inflated edges (see brush_image).
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vec2 local_pos = max(v_pos, vec2(0.0));
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// Apply potential horizontal and vertical repetitions.
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vec2 pos = fract(local_pos);
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// Handle bottom and right inflated edges (see brush_image).
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if (local_pos.x >= v_tile_repeat.x) {
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pos.x = 1.0;
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}
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if (local_pos.y >= v_tile_repeat.y) {
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pos.y = 1.0;
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}
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return pos;
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#else
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// Apply potential horizontal and vertical repetitions.
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return fract(v_pos);
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#endif
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}
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#endif //WR_FRAGMENT_SHADER
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