71 lines
2.2 KiB
GLSL
71 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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varying highp vec2 v_pos;
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// Start radius. Packed in to a vector to work around bug 1630356.
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flat varying highp vec2 v_start_radius;
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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 aStartRadius;
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PER_INSTANCE in float aEndRadius;
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PER_INSTANCE in float aXYRatio;
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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/rd where rd = end_radius - start_radius
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// If rd = 0, we can't get its reciprocal. Instead, just use a zero scale.
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float rd = aEndRadius - aStartRadius;
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float radius_scale = rd != 0.0 ? 1.0 / rd : 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_start_radius.x = aStartRadius * radius_scale;
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// Transform all coordinates by the y scale so the
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// fragment shader can work with circles
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// v_pos is in a coordinate space relative to the task rect
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// (so it is independent of the task origin).
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v_pos = ((aTaskRect.zw - aTaskRect.xy) * aPosition.xy * aScale - aCenter) * radius_scale;
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v_pos.y *= aXYRatio;
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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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// Solve for t in length(pd) = v_start_radius + t * rd
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float offset = length(v_pos) - v_start_radius.x;
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oFragColor = sample_gradient(offset);
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}
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#ifdef SWGL_DRAW_SPAN
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void swgl_drawSpanRGBA8() {
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int address = swgl_validateGradient(sGpuBufferF, get_gpu_buffer_uv(v_gradient_address.x),
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int(GRADIENT_ENTRIES + 2.0));
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if (address < 0) {
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return;
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}
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swgl_commitRadialGradientRGBA8(sGpuBufferF, address, GRADIENT_ENTRIES, v_gradient_repeat.x != 0.0,
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v_pos, v_start_radius.x);
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}
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#endif
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#endif
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