83 lines
2.6 KiB
GLSL
83 lines
2.6 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
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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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flat varying mediump vec2 v_opacity_perspective_vec;
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#define v_opacity v_opacity_perspective_vec.x
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// Flag to allow perspective interpolation of UV.
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#define v_perspective v_opacity_perspective_vec.y
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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 texture_size = 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 / 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)) / texture_size.xyxy;
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v_opacity = clamp(float(prim_user_data.y) / 65536.0, 0.0, 1.0);
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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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// No need to un-premultiply since we'll only apply a factor to the alpha.
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vec4 color = texture(sColor0, uv);
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float alpha = v_opacity;
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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 contribution of the opacity factor.
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return Fragment(alpha * color);
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}
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#if defined(SWGL_DRAW_SPAN) && !defined(WR_FEATURE_DUAL_SOURCE_BLENDING)
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void swgl_drawSpanRGBA8() {
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float perspective_divisor = mix(swgl_forceScalar(gl_FragCoord.w), 1.0, v_perspective);
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vec2 uv = v_uv * perspective_divisor;
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swgl_commitTextureLinearColorRGBA8(sColor0, uv, v_uv_sample_bounds, v_opacity);
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}
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#endif
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#endif
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