140 lines
4.9 KiB
GLSL
140 lines
4.9 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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flat varying highp vec4 vTransformBounds;
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#ifdef WR_VERTEX_SHADER
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#define VECS_PER_TRANSFORM 8U
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uniform HIGHP_SAMPLER_FLOAT sampler2D sTransformPalette;
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void rectangle_aa_vertex(vec4 local_bounds) {
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vTransformBounds = local_bounds;
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}
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struct Transform {
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mat4 m;
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mat4 inv_m;
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bool is_axis_aligned;
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};
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Transform fetch_transform(int id) {
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Transform transform;
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transform.is_axis_aligned = (id >> 23) == 0;
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int index = id & 0x007fffff;
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// Create a UV base coord for each 8 texels.
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// This is required because trying to use an offset
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// of more than 8 texels doesn't work on some versions
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// of macOS.
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ivec2 uv = get_fetch_uv(index, VECS_PER_TRANSFORM);
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ivec2 uv0 = ivec2(uv.x + 0, uv.y);
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transform.m[0] = TEXEL_FETCH(sTransformPalette, uv0, 0, ivec2(0, 0));
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transform.m[1] = TEXEL_FETCH(sTransformPalette, uv0, 0, ivec2(1, 0));
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transform.m[2] = TEXEL_FETCH(sTransformPalette, uv0, 0, ivec2(2, 0));
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transform.m[3] = TEXEL_FETCH(sTransformPalette, uv0, 0, ivec2(3, 0));
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transform.inv_m[0] = TEXEL_FETCH(sTransformPalette, uv0, 0, ivec2(4, 0));
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transform.inv_m[1] = TEXEL_FETCH(sTransformPalette, uv0, 0, ivec2(5, 0));
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transform.inv_m[2] = TEXEL_FETCH(sTransformPalette, uv0, 0, ivec2(6, 0));
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transform.inv_m[3] = TEXEL_FETCH(sTransformPalette, uv0, 0, ivec2(7, 0));
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return transform;
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}
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// Return the intersection of the plane (set up by "normal" and "point")
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// with the ray (set up by "ray_origin" and "ray_dir"),
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// writing the resulting scaler into "t".
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bool ray_plane(vec3 normal, vec3 pt, vec3 ray_origin, vec3 ray_dir, out float t)
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{
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float denom = dot(normal, ray_dir);
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if (abs(denom) > 1e-6) {
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vec3 d = pt - ray_origin;
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t = dot(d, normal) / denom;
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return t >= 0.0;
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}
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return false;
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}
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// Apply the inverse transform "inv_transform"
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// to the reference point "ref" in CSS space,
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// producing a local point on a Transform plane,
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// set by a base point "a" and a normal "n".
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vec4 untransform(vec2 ref, vec3 n, vec3 a, mat4 inv_transform) {
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vec3 p = vec3(ref, -10000.0);
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vec3 d = vec3(0, 0, 1.0);
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float t = 0.0;
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// get an intersection of the Transform plane with Z axis vector,
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// originated from the "ref" point
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ray_plane(n, a, p, d, t);
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float z = p.z + d.z * t; // Z of the visible point on the Transform
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vec4 r = inv_transform * vec4(ref, z, 1.0);
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return r;
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}
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// Given a CSS space position, transform it back into the Transform space.
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vec4 get_node_pos(vec2 pos, Transform transform) {
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// get a point on the scroll node plane
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vec4 ah = transform.m * vec4(0.0, 0.0, 0.0, 1.0);
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vec3 a = ah.xyz / ah.w;
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// get the normal to the scroll node plane
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vec3 n = transpose(mat3(transform.inv_m)) * vec3(0.0, 0.0, 1.0);
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return untransform(pos, n, a, transform.inv_m);
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}
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#endif //WR_VERTEX_SHADER
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#ifdef WR_FRAGMENT_SHADER
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// Assume transform bounds are set to a large scale to signal they are invalid.
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bool has_valid_transform_bounds() {
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return vTransformBounds.w < 1.0e15;
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}
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float rectangle_aa_fragment(vec2 local_pos) {
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// Ideally we want to track distances in screen space after transformation
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// as signed distance calculations lose context about the direction vector
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// to exit the geometry, merely remembering the minimum distance to the
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// exit. However, we can't always sanely track distances in screen space
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// due to perspective transforms, clipping, and other concerns, so we do
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// this in local space. However, this causes problems tracking distances
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// in local space when attempting to scale by a uniform AA range later in
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// the presence of a transform which actually has non-uniform scaling.
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//
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// To work around this, we independently track the distances on the local
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// space X and Y axes and then scale them by the independent AA ranges (as
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// computed from fwidth derivatives) for the X and Y axes. This can break
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// down at certain angles (45 degrees or close to it), but still gives a
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// better approximation of screen-space distances in the presence of non-
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// uniform scaling for other rotations.
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//
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// Get signed distance from local rect bounds.
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vec2 d = signed_distance_rect_xy(
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local_pos,
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vTransformBounds.xy,
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vTransformBounds.zw
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);
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// Find the appropriate distance to apply the AA smoothstep over.
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vec2 aa_range = compute_aa_range_xy(local_pos);
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// Only apply AA to fragments outside the signed distance field.
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return distance_aa_xy(aa_range, d);
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}
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float rectangle_aa_rough_fragment(vec2 local_pos) {
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return point_inside_rect(
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local_pos,
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vTransformBounds.xy,
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vTransformBounds.zw
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);
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}
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#endif //WR_FRAGMENT_SHADER
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