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