tor-browser

The Tor Browser
git clone https://git.dasho.dev/tor-browser.git
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gradient_shared.glsl (2275B)


      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 gradient
      6 
      7 // Size of the gradient pattern's rectangle, used to compute horizontal and vertical
      8 // repetitions. Not to be confused with another kind of repetition of the pattern
      9 // which happens along the gradient stops.
     10 flat varying highp vec2 v_repeated_size;
     11 
     12 varying highp vec2 v_pos;
     13 
     14 #ifdef WR_FEATURE_ALPHA_PASS
     15 flat varying highp vec2 v_tile_repeat;
     16 #endif
     17 
     18 #ifdef WR_VERTEX_SHADER
     19 void write_gradient_vertex(
     20     VertexInfo vi,
     21     RectWithEndpoint local_rect,
     22     RectWithEndpoint segment_rect,
     23     ivec4 prim_user_data,
     24     int brush_flags,
     25     vec4 texel_rect,
     26     int extend_mode,
     27     vec2 stretch_size
     28 ) {
     29     if ((brush_flags & BRUSH_FLAG_SEGMENT_RELATIVE) != 0) {
     30         v_pos = (vi.local_pos - segment_rect.p0) / rect_size(segment_rect);
     31         v_pos = v_pos * (texel_rect.zw - texel_rect.xy) + texel_rect.xy;
     32         v_pos = v_pos * rect_size(local_rect);
     33     } else {
     34         v_pos = vi.local_pos - local_rect.p0;
     35     }
     36 
     37     vec2 tile_repeat = rect_size(local_rect) / stretch_size;
     38     v_repeated_size = stretch_size;
     39 
     40     // Normalize UV to 0..1 scale.
     41     v_pos /= v_repeated_size;
     42 
     43     v_gradient_address.x = prim_user_data.x;
     44 
     45     // Whether to repeat the gradient along the line instead of clamping.
     46     v_gradient_repeat.x = float(extend_mode == EXTEND_MODE_REPEAT);
     47 
     48 #ifdef WR_FEATURE_ALPHA_PASS
     49     v_tile_repeat = tile_repeat;
     50 #endif
     51 }
     52 #endif //WR_VERTEX_SHADER
     53 
     54 #ifdef WR_FRAGMENT_SHADER
     55 vec2 compute_repeated_pos() {
     56 #if defined(WR_FEATURE_ALPHA_PASS) && !defined(SWGL_ANTIALIAS)
     57     // Handle top and left inflated edges (see brush_image).
     58     vec2 local_pos = max(v_pos, vec2(0.0));
     59 
     60     // Apply potential horizontal and vertical repetitions.
     61     vec2 pos = fract(local_pos);
     62 
     63     // Handle bottom and right inflated edges (see brush_image).
     64     if (local_pos.x >= v_tile_repeat.x) {
     65         pos.x = 1.0;
     66     }
     67     if (local_pos.y >= v_tile_repeat.y) {
     68         pos.y = 1.0;
     69     }
     70     return pos;
     71 #else
     72     // Apply potential horizontal and vertical repetitions.
     73     return fract(v_pos);
     74 #endif
     75 }
     76 
     77 #endif //WR_FRAGMENT_SHADER
     78