tor-browser

The Tor Browser
git clone https://git.dasho.dev/tor-browser.git
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gradient.glsl (1962B)


      1 /* This Source Code Form is subject to the terms of the Mozilla Public
      2  * License, v. 2.0. If a copy of the MPL was not distributed with this
      3  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
      4 
      5 #include dithering,gpu_buffer
      6 
      7 // Gradient GPU cache address.
      8 // Packed in to a vector to work around bug 1630356.
      9 flat varying highp ivec2 v_gradient_address;
     10 // Repetition along the gradient stops.
     11 // Packed in to a vector to work around bug 1630356.
     12 flat varying mediump vec2 v_gradient_repeat;
     13 
     14 #ifdef WR_FRAGMENT_SHADER
     15 
     16 #define GRADIENT_ENTRIES 128.0
     17 
     18 float clamp_gradient_entry(float offset) {
     19     // Calculate the color entry index to use for this offset:
     20     //     offsets < 0 use the first color entry, 0
     21     //     offsets from [0, 1) use the color entries in the range of [1, N-1)
     22     //     offsets >= 1 use the last color entry, N-1
     23     //     so transform the range [0, 1) -> [1, N-1)
     24 
     25     // TODO(gw): In the future we might consider making the size of the
     26     // LUT vary based on number / distribution of stops in the gradient.
     27     // Ensure we don't fetch outside the valid range of the LUT.
     28     return clamp(1.0 + offset * GRADIENT_ENTRIES, 0.0, 1.0 + GRADIENT_ENTRIES);
     29 }
     30 
     31 vec4 sample_gradient(float offset) {
     32     // Modulo the offset if the gradient repeats.
     33     offset -= floor(offset) * v_gradient_repeat.x;
     34 
     35     // Calculate the texel to index into the gradient color entries:
     36     //     floor(x) is the gradient color entry index
     37     //     fract(x) is the linear filtering factor between start and end
     38     float x = clamp_gradient_entry(offset);
     39     float entry_index = floor(x);
     40     float entry_fract = x - entry_index;
     41 
     42     // Fetch the start and end color. There is a [start, end] color per entry.
     43     vec4 texels[2] = fetch_from_gpu_buffer_2f(v_gradient_address.x + 2 * int(entry_index));
     44 
     45     // Finally interpolate and apply dithering
     46     return dither(texels[0] + texels[1] * entry_fract);
     47 }
     48 
     49 #endif //WR_FRAGMENT_SHADER