Copy shaders from WR repo.

This commit is contained in:
Glenn Watson 2016-08-02 07:03:58 +10:00 committed by Ms2ger
parent e5f183a086
commit 2ebf8618c0
51 changed files with 1781 additions and 11 deletions

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@ -28,7 +28,7 @@ void main(void) {
lColorTexCoord.x <= 1.0 &&
lColorTexCoord.y >= 0.0 &&
lColorTexCoord.y <= 1.0 ?
Texture(sDiffuse, lColorTexCoord * sourceTextureUvSize + sourceTextureUvOrigin) :
texture(sDiffuse, lColorTexCoord * sourceTextureUvSize + sourceTextureUvOrigin) :
vec4(0.0);
// Alpha must be premultiplied in order to properly blur the alpha channel.

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@ -141,6 +141,8 @@ void main(void) {
vec2 radii = vBorderRadii.xy;
float sigma = vBlurRadius / 2.0;
float value = color(pos, p0Rect, p1Rect, radii, sigma);
SetFragColor(vec4(vColor.rgb, max(value, 0.0)));
value = max(value, 0.0);
SetFragColor(vec4(vColor.rgb, vColor.a == 0.0 ? 1.0 - value : value));
}

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@ -4,5 +4,5 @@
void main(void)
{
SetFragColor(vColor);
oFragColor = vColor;
}

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@ -5,9 +5,9 @@
void main(void)
{
#ifdef SERVO_ES2
float alpha = Texture(sDiffuse, vColorTexCoord.xy).a;
float alpha = texture(sDiffuse, vColorTexCoord.xy).a;
#else
float alpha = Texture(sDiffuse, vColorTexCoord.xy).r;
float alpha = texture(sDiffuse, vColorTexCoord.xy).r;
#endif
SetFragColor(vec4(vColor.xyz, vColor.w * alpha));
oFragColor = vec4(vColor.xyz, vColor.w * alpha);
}

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@ -65,6 +65,6 @@ vec2 SnapToPixels(vec2 pos)
// Snap the vertex to pixel position to guarantee correct texture
// sampling when using bilinear filtering.
// TODO(gw): Do we ever get negative coords here?
// TODO(gw): ES2 doesn't have round(). Do we ever get negative coords here?
return floor(0.5 + pos * uDevicePixelRatio) / uDevicePixelRatio;
}

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@ -62,8 +62,5 @@ vec2 SnapToPixels(vec2 pos)
{
// Snap the vertex to pixel position to guarantee correct texture
// sampling when using bilinear filtering.
// Don't use round() because its behavior is implementation-defined on 0.5.
// TODO: Do we ever get negative coords here?
return floor(0.5 + pos * uDevicePixelRatio) / uDevicePixelRatio;
return round(pos * uDevicePixelRatio) / uDevicePixelRatio;
}

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@ -0,0 +1,180 @@
#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#define PST_INVALID uint(0)
#define PST_TOP_LEFT uint(1)
#define PST_TOP_RIGHT uint(2)
#define PST_BOTTOM_LEFT uint(3)
#define PST_BOTTOM_RIGHT uint(4)
#define PST_TOP uint(5)
#define PST_LEFT uint(6)
#define PST_BOTTOM uint(7)
#define PST_RIGHT uint(8)
// Border styles as defined in webrender_traits/types.rs
#define BORDER_STYLE_NONE uint(0)
#define BORDER_STYLE_SOLID uint(1)
#define BORDER_STYLE_DOUBLE uint(2)
#define BORDER_STYLE_DOTTED uint(3)
#define BORDER_STYLE_DASHED uint(4)
#define BORDER_STYLE_HIDDEN uint(5)
#define BORDER_STYLE_GROOVE uint(6)
#define BORDER_STYLE_RIDGE uint(7)
#define BORDER_STYLE_INSET uint(8)
#define BORDER_STYLE_OUTSET uint(9)
#ifdef WR_VERTEX_SHADER
struct Layer {
mat4 transform;
mat4 inv_transform;
ivec4 world_clip_rect;
vec4 screen_vertices[4];
};
layout(std140) uniform Layers {
Layer layers[WR_MAX_PRIM_LAYERS];
};
struct Tile {
uvec4 actual_rect;
uvec4 target_rect;
};
layout(std140) uniform Tiles {
Tile tiles[WR_MAX_PRIM_TILES];
};
struct PrimitiveInfo {
uvec4 layer_tile_part;
vec4 local_clip_rect;
vec4 local_rect;
};
struct ClipCorner {
vec4 rect;
vec4 outer_inner_radius;
};
struct Clip {
vec4 rect;
ClipCorner top_left;
ClipCorner top_right;
ClipCorner bottom_left;
ClipCorner bottom_right;
};
bool ray_plane(vec3 normal, vec3 point, vec3 ray_origin, vec3 ray_dir, out float t)
{
float denom = dot(normal, ray_dir);
if (denom > 1e-6) {
vec3 d = point - ray_origin;
t = dot(d, normal) / denom;
return t >= 0.0;
}
return false;
}
vec4 untransform(vec2 ref, vec3 n, vec3 a, mat4 inv_transform) {
vec3 p = vec3(ref, -10000.0);
vec3 d = vec3(0, 0, 1.0);
float t;
ray_plane(n, a, p, d, t);
vec3 c = p + d * t;
vec4 r = inv_transform * vec4(c, 1.0);
return r;
}
vec3 get_layer_pos(vec2 pos, uint layer_index) {
Layer layer = layers[layer_index];
vec3 a = layer.screen_vertices[0].xyz / layer.screen_vertices[0].w;
vec3 b = layer.screen_vertices[3].xyz / layer.screen_vertices[3].w;
vec3 c = layer.screen_vertices[2].xyz / layer.screen_vertices[2].w;
vec3 n = normalize(cross(b-a, c-a));
vec4 local_pos = untransform(pos, n, a, layer.inv_transform);
return local_pos.xyw;
}
struct Rect {
vec2 p0;
vec2 p1;
};
struct VertexInfo {
Rect local_rect;
vec2 local_clamped_pos;
vec2 global_clamped_pos;
};
VertexInfo write_vertex(PrimitiveInfo info) {
Layer layer = layers[info.layer_tile_part.x];
Tile tile = tiles[info.layer_tile_part.y];
vec2 p0 = floor(0.5 + info.local_rect.xy * uDevicePixelRatio) / uDevicePixelRatio;
vec2 p1 = floor(0.5 + (info.local_rect.xy + info.local_rect.zw) * uDevicePixelRatio) / uDevicePixelRatio;
vec2 local_pos = mix(p0, p1, aPosition.xy);
vec2 cp0 = floor(0.5 + info.local_clip_rect.xy * uDevicePixelRatio) / uDevicePixelRatio;
vec2 cp1 = floor(0.5 + (info.local_clip_rect.xy + info.local_clip_rect.zw) * uDevicePixelRatio) / uDevicePixelRatio;
local_pos = clamp(local_pos, cp0, cp1);
vec4 world_pos = layer.transform * vec4(local_pos, 0, 1);
world_pos.xyz /= world_pos.w;
vec2 device_pos = world_pos.xy * uDevicePixelRatio;
vec2 clamped_pos = clamp(device_pos,
vec2(tile.actual_rect.xy),
vec2(tile.actual_rect.xy + tile.actual_rect.zw));
clamped_pos = clamp(clamped_pos,
vec2(layer.world_clip_rect.xy),
vec2(layer.world_clip_rect.xy + layer.world_clip_rect.zw));
vec4 local_clamped_pos = layer.inv_transform * vec4(clamped_pos / uDevicePixelRatio, world_pos.z, 1);
local_clamped_pos.xyz /= local_clamped_pos.w;
vec2 final_pos = clamped_pos + vec2(tile.target_rect.xy) - vec2(tile.actual_rect.xy);
gl_Position = uTransform * vec4(final_pos, 0, 1);
VertexInfo vi = VertexInfo(Rect(p0, p1), local_clamped_pos.xy, clamped_pos.xy);
return vi;
}
#endif
#ifdef WR_FRAGMENT_SHADER
void do_clip(vec2 pos, vec4 clip_rect, vec4 radius) {
vec2 ref_tl = clip_rect.xy + vec2( radius.x, radius.x);
vec2 ref_tr = clip_rect.zy + vec2(-radius.y, radius.y);
vec2 ref_br = clip_rect.zw + vec2(-radius.z, -radius.z);
vec2 ref_bl = clip_rect.xw + vec2( radius.w, -radius.w);
float d_tl = distance(pos, ref_tl);
float d_tr = distance(pos, ref_tr);
float d_br = distance(pos, ref_br);
float d_bl = distance(pos, ref_bl);
bool out0 = pos.x < ref_tl.x && pos.y < ref_tl.y && d_tl > radius.x;
bool out1 = pos.x > ref_tr.x && pos.y < ref_tr.y && d_tr > radius.y;
bool out2 = pos.x > ref_br.x && pos.y > ref_br.y && d_br > radius.z;
bool out3 = pos.x < ref_bl.x && pos.y > ref_bl.y && d_bl > radius.w;
// TODO(gw): Alpha anti-aliasing based on edge distance!
if (out0 || out1 || out2 || out3) {
discard;
}
}
bool point_in_rect(vec2 p, vec2 p0, vec2 p1) {
return p.x >= p0.x &&
p.y >= p0.y &&
p.x <= p1.x &&
p.y <= p1.y;
}
#endif

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@ -0,0 +1,39 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
float offset(int index) {
return vOffsets[index / 4][index % 4];
}
float linearStep(float lo, float hi, float x) {
float d = hi - lo;
float v = x - lo;
if (d != 0.0) {
v /= d;
}
return clamp(v, 0.0, 1.0);
}
void main(void) {
float angle = atan(-vEndPoint.y + vStartPoint.y,
vEndPoint.x - vStartPoint.x);
float sa = sin(angle);
float ca = cos(angle);
float sx = vStartPoint.x * ca - vStartPoint.y * sa;
float ex = vEndPoint.x * ca - vEndPoint.y * sa;
float d = ex - sx;
float x = vPos.x * ca - vPos.y * sa;
oFragColor = mix(vColors[0],
vColors[1],
linearStep(sx + d * offset(0), sx + d * offset(1), x));
for (int i=1 ; i < vStopCount-1 ; ++i) {
oFragColor = mix(oFragColor,
vColors[i+1],
linearStep(sx + d * offset(i), sx + d * offset(i+1), x));
}
}

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@ -0,0 +1,13 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#define MAX_STOPS_PER_ANGLE_GRADIENT 8
flat varying int vStopCount;
flat varying float vAngle;
flat varying vec2 vStartPoint;
flat varying vec2 vEndPoint;
varying vec2 vPos;
flat varying vec4 vColors[MAX_STOPS_PER_ANGLE_GRADIENT];
flat varying vec4 vOffsets[MAX_STOPS_PER_ANGLE_GRADIENT/4];

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@ -0,0 +1,38 @@
#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
struct AngleGradient {
PrimitiveInfo info;
vec4 start_end_point;
uvec4 stop_count;
vec4 colors[MAX_STOPS_PER_ANGLE_GRADIENT];
vec4 offsets[MAX_STOPS_PER_ANGLE_GRADIENT/4];
};
layout(std140) uniform Items {
AngleGradient gradients[WR_MAX_PRIM_ITEMS];
};
void main(void) {
AngleGradient gradient = gradients[gl_InstanceID];
VertexInfo vi = write_vertex(gradient.info);
vStopCount = int(gradient.stop_count.x);
vPos = vi.local_clamped_pos;
// Snap the start/end points to device pixel units.
// I'm not sure this is entirely correct, but the
// old render path does this, and it is needed to
// make the angle gradient ref tests pass. It might
// be better to fix this higher up in DL construction
// and not snap here?
vStartPoint = floor(0.5 + gradient.start_end_point.xy * uDevicePixelRatio) / uDevicePixelRatio;
vEndPoint = floor(0.5 + gradient.start_end_point.zw * uDevicePixelRatio) / uDevicePixelRatio;
for (int i=0 ; i < int(gradient.stop_count.x) ; ++i) {
vColors[i] = gradient.colors[i];
vOffsets[i] = gradient.offsets[i];
}
}

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@ -0,0 +1,10 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
uniform sampler2D sCache;
void main(void) {
vec4 color = texture(sCache, vUv);
oFragColor = vec4(color.rgb, color.a * vOpacity);
}

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@ -0,0 +1,6 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
varying vec2 vUv;
varying float vOpacity;

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@ -0,0 +1,29 @@
#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
struct Blend {
uvec4 target_rect;
uvec4 src_rect;
vec4 opacity;
};
layout(std140) uniform Items {
Blend blends[WR_MAX_PRIM_ITEMS];
};
void main(void) {
Blend blend = blends[gl_InstanceID];
vec2 local_pos = mix(vec2(blend.target_rect.xy),
vec2(blend.target_rect.xy + blend.target_rect.zw),
aPosition.xy);
vec2 st0 = vec2(blend.src_rect.xy) / 2048.0;
vec2 st1 = vec2(blend.src_rect.xy + blend.src_rect.zw) / 2048.0;
vUv = mix(st0, st1, aPosition.xy);
vOpacity = blend.opacity.x;
gl_Position = uTransform * vec4(local_pos, 0, 1);
}

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@ -0,0 +1,184 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
// draw a circle at position aDesiredPos with a aRadius
vec4 drawCircle(vec2 aPixel, vec2 aDesiredPos, float aRadius, vec3 aColor) {
float farFromCenter = length(aDesiredPos - aPixel) - aRadius;
float pixelInCircle = 1.00 - clamp(farFromCenter, 0.0, 1.0);
return vec4(aColor, pixelInCircle);
}
// Draw a rectangle at aRect fill it with aColor. Only works on non-rotated
// rects.
vec4 drawRect(vec2 aPixel, vec4 aRect, vec3 aColor) {
// GLSL origin is bottom left, positive Y is up
bool inRect = (aRect.x <= aPixel.x) && (aPixel.x <= aRect.x + aRect.z) &&
(aPixel.y >= aRect.y) && (aPixel.y <= aRect.y + aRect.w);
return vec4(aColor, float(inRect));
}
vec4 draw_dotted_edge() {
// Everything here should be in device pixels.
// We want the dot to be roughly the size of the whole border spacing
float border_spacing = min(vBorders.w, vBorders.z);
float radius = floor(border_spacing / 2.0);
float diameter = radius * 2.0;
// The amount of space between dots. 2.2 was chosen because it looks kind of
// like firefox.
float circleSpacing = diameter * 2.2;
vec2 size = vec2(vBorders.z, vBorders.w);
// Get our position within this specific segment
vec2 position = vDevicePos - vBorders.xy;
// Break our position into square tiles with circles in them.
vec2 circleCount = floor(size / circleSpacing);
circleCount = max(circleCount, 1.0);
vec2 distBetweenCircles = size / circleCount;
vec2 circleCenter = distBetweenCircles / 2.0;
// Find out which tile this pixel belongs to.
vec2 destTile = floor(position / distBetweenCircles);
destTile = destTile * distBetweenCircles;
// Where we want to draw the actual circle.
vec2 tileCenter = destTile + circleCenter;
// Find the position within the tile
vec2 positionInTile = mod(position, distBetweenCircles);
vec2 finalPosition = positionInTile + destTile;
vec4 white = vec4(1.0, 1.0, 1.0, 1.0);
// See if we should draw a circle or not
vec4 circleColor = drawCircle(finalPosition, tileCenter, radius, vVerticalColor.xyz);
return mix(white, circleColor, circleColor.a);
}
// Our current edge calculation is based only on
// the size of the border-size, but we need to draw
// the dashes in the center of the segment we're drawing.
// This calculates how much to nudge and which axis to nudge on.
vec2 get_dashed_nudge_factor(vec2 dash_size, bool is_corner) {
if (is_corner) {
return vec2(0.0, 0.0);
}
bool xAxisFudge = vBorders.z > vBorders.w;
if (xAxisFudge) {
return vec2(dash_size.x / 2.0, 0);
} else {
return vec2(0.0, dash_size.y / 2.0);
}
}
vec4 draw_dashed_edge(bool is_corner) {
// Everything here should be in device pixels.
// We want the dot to be roughly the size of the whole border spacing
// 5.5 here isn't a magic number, it's just what mostly looks like FF/Chrome
float dash_interval = min(vBorders.w, vBorders.z) * 5.5;
vec2 edge_size = vec2(vBorders.z, vBorders.w);
vec2 dash_size = vec2(dash_interval / 2.0, dash_interval / 2.0);
vec2 position = vDevicePos - vBorders.xy;
vec2 dash_count = floor(edge_size/ dash_interval);
vec2 dist_between_dashes = edge_size / dash_count;
vec2 target_rect_index = floor(position / dist_between_dashes);
vec2 target_rect_loc = target_rect_index * dist_between_dashes;
target_rect_loc += get_dashed_nudge_factor(dash_size, is_corner);
vec4 target_rect = vec4(target_rect_loc, dash_size);
vec4 white = vec4(1.0, 1.0, 1.0, 1.0);
vec4 target_colored_rect = drawRect(position, target_rect, vVerticalColor.xyz);
return mix(white, target_colored_rect, target_colored_rect.a);
}
void draw_dotted_border(void) {
switch (vBorderPart) {
// These are the layer tile part PrimitivePart as uploaded by the tiling.rs
case PST_TOP_LEFT:
case PST_TOP_RIGHT:
case PST_BOTTOM_LEFT:
case PST_BOTTOM_RIGHT:
{
// TODO: Fix for corners with a border-radius
oFragColor = draw_dotted_edge();
break;
}
case PST_BOTTOM:
case PST_TOP:
case PST_LEFT:
case PST_RIGHT:
{
oFragColor = draw_dotted_edge();
break;
}
}
}
void draw_dashed_border(void) {
switch (vBorderPart) {
// These are the layer tile part PrimitivePart as uploaded by the tiling.rs
case PST_TOP_LEFT:
case PST_TOP_RIGHT:
case PST_BOTTOM_LEFT:
case PST_BOTTOM_RIGHT:
{
// TODO: Fix for corners with a border-radius
bool is_corner = true;
oFragColor = draw_dashed_edge(is_corner);
break;
}
case PST_BOTTOM:
case PST_TOP:
case PST_LEFT:
case PST_RIGHT:
{
bool is_corner = false;
oFragColor = draw_dashed_edge(is_corner);
break;
}
}
}
void main(void) {
if (vRadii.x > 0.0 &&
(distance(vRefPoint, vLocalPos) > vRadii.x ||
distance(vRefPoint, vLocalPos) < vRadii.z)) {
discard;
}
switch (vBorderStyle) {
case BORDER_STYLE_DASHED:
{
draw_dashed_border();
break;
}
case BORDER_STYLE_DOTTED:
{
draw_dotted_border();
break;
}
case BORDER_STYLE_OUTSET:
case BORDER_STYLE_INSET:
{
float color = step(0.0, vF);
oFragColor = mix(vVerticalColor, vHorizontalColor, color);
break;
}
case BORDER_STYLE_NONE:
case BORDER_STYLE_SOLID:
{
float color = step(0.0, vF);
oFragColor = mix(vHorizontalColor, vVerticalColor, color);
break;
}
default:
{
discard;
break;
}
}
}

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@ -0,0 +1,24 @@
#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
// These two are interpolated
varying float vF; // This is a weighting as we get closer to the bottom right corner?
// These are not changing.
flat varying vec4 vVerticalColor; // The vertical color, e.g. top/bottom
flat varying vec4 vHorizontalColor; // The horizontal color e.g. left/right
flat varying vec4 vRadii; // The border radius from CSS border-radius
// These are in device space
varying vec2 vLocalPos; // The clamped position in local space.
varying vec2 vDevicePos; // The clamped position in device space.
flat varying vec4 vBorders; // the rect of the border in (x, y, width, height) form
// for corners, this is the beginning of the corner.
// For the lines, this is the top left of the line.
flat varying vec2 vRefPoint;
flat varying uint vBorderStyle;
flat varying uint vBorderPart; // Which part of the border we're drawing.

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@ -0,0 +1,113 @@
#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
struct Border {
PrimitiveInfo info;
vec4 verticalColor;
vec4 horizontalColor;
vec4 radii;
uvec4 border_style_trbl;
};
layout(std140) uniform Items {
Border borders[WR_MAX_PRIM_ITEMS];
};
uint get_border_style(Border a_border, uint a_edge) {
switch (a_edge) {
case PST_TOP:
case PST_TOP_LEFT:
return a_border.border_style_trbl.x;
case PST_BOTTOM_LEFT:
case PST_LEFT:
return a_border.border_style_trbl.z;
case PST_BOTTOM_RIGHT:
case PST_BOTTOM:
return a_border.border_style_trbl.w;
case PST_TOP_RIGHT:
case PST_RIGHT:
return a_border.border_style_trbl.y;
}
}
void main(void) {
Border border = borders[gl_InstanceID];
VertexInfo vi = write_vertex(border.info);
// Just our boring radius position.
vRadii = border.radii;
float x0, y0, x1, y1;
vBorderPart = border.info.layer_tile_part.z;
switch (vBorderPart) {
// These are the layer tile part PrimitivePart as uploaded by the tiling.rs
case PST_TOP_LEFT:
x0 = border.info.local_rect.x;
y0 = border.info.local_rect.y;
// These are width / heights
x1 = border.info.local_rect.x + border.info.local_rect.z;
y1 = border.info.local_rect.y + border.info.local_rect.w;
// The radius here is the border-radius. This is 0, so vRefPoint will
// just be the top left (x,y) corner.
vRefPoint = vec2(x0, y0) + vRadii.xy;
break;
case PST_TOP_RIGHT:
x0 = border.info.local_rect.x + border.info.local_rect.z;
y0 = border.info.local_rect.y;
x1 = border.info.local_rect.x;
y1 = border.info.local_rect.y + border.info.local_rect.w;
vRefPoint = vec2(x0, y0) + vec2(-vRadii.x, vRadii.y);
break;
case PST_BOTTOM_LEFT:
x0 = border.info.local_rect.x;
y0 = border.info.local_rect.y + border.info.local_rect.w;
x1 = border.info.local_rect.x + border.info.local_rect.z;
y1 = border.info.local_rect.y;
vRefPoint = vec2(x0, y0) + vec2(vRadii.x, -vRadii.y);
break;
case PST_BOTTOM_RIGHT:
x0 = border.info.local_rect.x;
y0 = border.info.local_rect.y;
x1 = border.info.local_rect.x + border.info.local_rect.z;
y1 = border.info.local_rect.y + border.info.local_rect.w;
vRefPoint = vec2(x1, y1) + vec2(-vRadii.x, -vRadii.y);
break;
case PST_TOP:
case PST_LEFT:
case PST_BOTTOM:
case PST_RIGHT:
vRefPoint = border.info.local_rect.xy;
x0 = border.info.local_rect.x;
y0 = border.info.local_rect.y;
x1 = border.info.local_rect.x + border.info.local_rect.z;
y1 = border.info.local_rect.y + border.info.local_rect.w;
break;
}
vBorderStyle = get_border_style(border, vBorderPart);
// y1 - y0 is the height of the corner / line
// x1 - x0 is the width of the corner / line.
float width = x1 - x0;
float height = y1 - y0;
// This is just a weighting of the pixel colors it seems?
vF = (vi.local_clamped_pos.x - x0) * height - (vi.local_clamped_pos.y - y0) * width;
// This is what was currently sent.
vVerticalColor = border.verticalColor;
vHorizontalColor = border.horizontalColor;
// Local space
vLocalPos = vi.local_clamped_pos.xy;
// These are in device space
vDevicePos = vi.global_clamped_pos;
// These are in device space
vBorders = vec4(border.info.local_rect.x, border.info.local_rect.y,
border.info.local_rect.z,
border.info.local_rect.w) * uDevicePixelRatio;
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
// See http://asciimath.org to render the equations here.
// The Gaussian function used for blurring:
//
// G_sigma(x) = 1/sqrt(2 pi sigma^2) e^(-x^2/(2 sigma^2))
float gauss(float x, float sigma) {
float sigmaPow2 = sigma * sigma;
return 1.0 / sqrt(6.283185307179586 * sigmaPow2) * exp(-(x * x) / (2.0 * sigmaPow2));
}
// An approximation of the error function, which is related to the integral of the Gaussian
// function:
//
// "erf"(x) = 2/sqrt(pi) int_0^x e^(-t^2) dt
// ~~ 1 - 1 / (1 + a_1 x + a_2 x^2 + a_3 x^3 + a_4 x^4)^4
//
// where:
//
// a_1 = 0.278393, a_2 = 0.230389, a_3 = 0.000972, a_4 = 0.078108
//
// This approximation is accurate to `5 xx 10^-4`, more than accurate enough for our purposes.
//
// See: https://en.wikipedia.org/wiki/Error_function#Approximation_with_elementary_functions
float erf(float x) {
bool negative = x < 0.0;
if (negative)
x = -x;
float x2 = x * x;
float x3 = x2 * x;
float x4 = x2 * x2;
float denom = 1.0 + 0.278393 * x + 0.230389 * x2 + 0.000972 * x3 + 0.078108 * x4;
float result = 1.0 - 1.0 / (denom * denom * denom * denom);
return negative ? -result : result;
}
// A useful helper for calculating integrals of the Gaussian function via the error function:
//
// "erf"_sigma(x) = 2 int 1/sqrt(2 pi sigma^2) e^(-x^2/(2 sigma^2)) dx
// = "erf"(x/(sigma sqrt(2)))
float erfSigma(float x, float sigma) {
return erf(x / (sigma * 1.4142135623730951));
}
// Returns the blurred color value from the box itself (not counting any rounded corners). `p_0` is
// the vector distance to the top left corner of the box; `p_1` is the vector distance to its
// bottom right corner.
//
// "colorFromRect"_sigma(p_0, p_1)
// = int_{p_{0_y}}^{p_{1_y}} int_{p_{1_x}}^{p_{0_x}} G_sigma(y) G_sigma(x) dx dy
// = 1/4 ("erf"_sigma(p_{1_x}) - "erf"_sigma(p_{0_x}))
// ("erf"_sigma(p_{1_y}) - "erf"_sigma(p_{0_y}))
float colorFromRect(vec2 p0, vec2 p1, float sigma) {
return (erfSigma(p1.x, sigma) - erfSigma(p0.x, sigma)) *
(erfSigma(p1.y, sigma) - erfSigma(p0.y, sigma)) / 4.0;
}
// Returns the `x` coordinate on the ellipse with the given radii for the given `y` coordinate:
//
// "ellipsePoint"(y, y_0, a, b) = a sqrt(1 - ((y - y_0) / b)^2)
float ellipsePoint(float y, float y0, vec2 radii) {
float bStep = (y - y0) / radii.y;
return radii.x * sqrt(1.0 - bStep * bStep);
}
// A helper function to compute the value that needs to be subtracted to accommodate the border
// corners.
//
// "colorCutout"_sigma(x_{0_l}, x_{0_r}, y_0, y_{min}, y_{max}, a, b)
// = int_{y_{min}}^{y_{max}}
// int_{x_{0_r} + "ellipsePoint"(y, y_0, a, b)}^{x_{0_r} + a} G_sigma(y) G_sigma(x) dx
// + int_{x_{0_l} - a}^{x_{0_l} - "ellipsePoint"(y, y_0, a, b)} G_sigma(y) G_sigma(x)
// dx dy
// = int_{y_{min}}^{y_{max}} 1/2 G_sigma(y)
// ("erf"_sigma(x_{0_r} + a) - "erf"_sigma(x_{0_r} + "ellipsePoint"(y, y_0, a, b)) +
// "erf"_sigma(x_{0_l} - "ellipsePoint"(y, y_0, a, b)) - "erf"_sigma(x_{0_l} - a))
//
// with the outer integral evaluated numerically.
float colorCutoutGeneral(float x0l,
float x0r,
float y0,
float yMin,
float yMax,
vec2 radii,
float sigma) {
float sum = 0.0;
for (float y = yMin; y <= yMax; y += 1.0) {
float xEllipsePoint = ellipsePoint(y, y0, radii);
sum += gauss(y, sigma) *
(erfSigma(x0r + radii.x, sigma) - erfSigma(x0r + xEllipsePoint, sigma) +
erfSigma(x0l - xEllipsePoint, sigma) - erfSigma(x0l - radii.x, sigma));
}
return sum / 2.0;
}
// The value that needs to be subtracted to accommodate the top border corners.
float colorCutoutTop(float x0l, float x0r, float y0, vec2 radii, float sigma) {
return colorCutoutGeneral(x0l, x0r, y0, y0, y0 + radii.y, radii, sigma);
}
// The value that needs to be subtracted to accommodate the bottom border corners.
float colorCutoutBottom(float x0l, float x0r, float y0, vec2 radii, float sigma) {
return colorCutoutGeneral(x0l, x0r, y0, y0 - radii.y, y0, radii, sigma);
}
// The blurred color value for the point at `pos` with the top left corner of the box at
// `p_{0_"rect"}` and the bottom right corner of the box at `p_{1_"rect"}`.
float color(vec2 pos, vec2 p0Rect, vec2 p1Rect, vec2 radii, float sigma) {
// Compute the vector distances `p_0` and `p_1`.
vec2 p0 = p0Rect - pos, p1 = p1Rect - pos;
// Compute the basic color `"colorFromRect"_sigma(p_0, p_1)`. This is all we have to do if
// the box is unrounded.
float cRect = colorFromRect(p0, p1, sigma);
if (radii.x == 0.0 || radii.y == 0.0)
return cRect;
// Compute the inner corners of the box, taking border radii into account: `x_{0_l}`,
// `y_{0_t}`, `x_{0_r}`, and `y_{0_b}`.
float x0l = p0.x + radii.x;
float y0t = p1.y - radii.y;
float x0r = p1.x - radii.x;
float y0b = p0.y + radii.y;
// Compute the final color:
//
// "colorFromRect"_sigma(p_0, p_1) -
// ("colorCutoutTop"_sigma(x_{0_l}, x_{0_r}, y_{0_t}, a, b) +
// "colorCutoutBottom"_sigma(x_{0_l}, x_{0_r}, y_{0_b}, a, b))
float cCutoutTop = colorCutoutTop(x0l, x0r, y0t, radii, sigma);
float cCutoutBottom = colorCutoutBottom(x0l, x0r, y0b, radii, sigma);
return cRect - (cCutoutTop + cCutoutBottom);
}
void main(void) {
vec2 pos = vPos.xy;
vec2 p0Rect = vBoxShadowRect.xy, p1Rect = vBoxShadowRect.zw;
vec2 radii = vBorderRadii.xy;
float sigma = vBlurRadius / 2.0;
float value = color(pos, p0Rect, p1Rect, radii, sigma);
value = max(value, 0.0);
oFragColor = vec4(vColor.rgb, vInverted == 1.0 ? 1.0 - value : value);
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
varying vec2 vPos;
flat varying vec4 vColor;
flat varying vec2 vBorderRadii;
flat varying float vBlurRadius;
flat varying vec4 vBoxShadowRect;
flat varying vec4 vSrcRect;
flat varying float vInverted;

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#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
struct BoxShadow {
PrimitiveInfo info;
vec4 color;
vec4 border_radii_blur_radius_inverted;
vec4 bs_rect;
vec4 src_rect;
};
layout(std140) uniform Items {
BoxShadow boxshadows[WR_MAX_PRIM_ITEMS];
};
void main(void) {
BoxShadow bs = boxshadows[gl_InstanceID];
VertexInfo vi = write_vertex(bs.info);
vPos = vi.local_clamped_pos;
vColor = bs.color;
vBorderRadii = bs.border_radii_blur_radius_inverted.xy;
vBlurRadius = bs.border_radii_blur_radius_inverted.z;
vBoxShadowRect = vec4(bs.bs_rect.xy, bs.bs_rect.xy + bs.bs_rect.zw);
vSrcRect = vec4(bs.src_rect.xy, bs.src_rect.xy + bs.src_rect.zw);
vInverted = bs.border_radii_blur_radius_inverted.w;
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
void main(void) {
oFragColor = vec4(1, 1, 1, 1);
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */

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#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
struct ClearTile {
uvec4 rect;
};
layout(std140) uniform Tiles {
ClearTile tiles[WR_MAX_CLEAR_TILES];
};
void main() {
ClearTile tile = tiles[gl_InstanceID];
vec4 rect = vec4(tile.rect);
vec4 pos = vec4(mix(rect.xy, rect.xy + rect.zw, aPosition.xy), 0, 1);
gl_Position = uTransform * pos;
}

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#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#define COMPOSITE_KIND_MIX_BLEND_MODE 0
#define COMPOSITE_KIND_FILTER 1
uniform sampler2D sCache;
vec3 rgbToHsv(vec3 c) {
float value = max(max(c.r, c.g), c.b);
float chroma = value - min(min(c.r, c.g), c.b);
if (chroma == 0.0) {
return vec3(0.0);
}
float saturation = chroma / value;
float hue;
if (c.r == value)
hue = (c.g - c.b) / chroma;
else if (c.g == value)
hue = 2.0 + (c.b - c.r) / chroma;
else // if (c.b == value)
hue = 4.0 + (c.r - c.g) / chroma;
hue *= 1.0/6.0;
if (hue < 0.0)
hue += 1.0;
return vec3(hue, saturation, value);
}
vec3 hsvToRgb(vec3 c) {
if (c.s == 0.0) {
return vec3(c.z);
}
float hue = c.x * 6.0;
int sector = int(hue);
float residualHue = hue - float(sector);
vec3 pqt = c.z * vec3(1.0 - c.y, 1.0 - c.y * residualHue, 1.0 - c.y * (1.0 - residualHue));
if (sector == 0)
return vec3(c.z, pqt.z, pqt.x);
if (sector == 1)
return vec3(pqt.y, c.z, pqt.x);
if (sector == 2)
return vec3(pqt.x, c.z, pqt.z);
if (sector == 3)
return vec3(pqt.x, pqt.y, c.z);
if (sector == 4)
return vec3(pqt.z, pqt.x, c.z);
return vec3(c.z, pqt.x, pqt.y);
}
float gauss(float x, float sigma) {
if (sigma == 0.0)
return 1.0;
return (1.0 / sqrt(6.283185307179586 * sigma * sigma)) * exp(-(x * x) / (2.0 * sigma * sigma));
}
vec4 Blur(float radius, vec2 direction) {
// TODO(gw): Support blur in WR2!
return vec4(1, 1, 1, 1);
}
vec4 Contrast(vec4 Cs, float amount) {
return vec4(Cs.rgb * amount - 0.5 * amount + 0.5, 1.0);
}
vec4 Grayscale(vec4 Cs, float amount) {
float ia = 1.0 - amount;
return mat4(vec4(0.2126 + 0.7874 * ia, 0.2126 - 0.2126 * ia, 0.2126 - 0.2126 * ia, 0.0),
vec4(0.7152 - 0.7152 * ia, 0.7152 + 0.2848 * ia, 0.7152 - 0.7152 * ia, 0.0),
vec4(0.0722 - 0.0722 * ia, 0.0722 - 0.0722 * ia, 0.0722 + 0.9278 * ia, 0.0),
vec4(0.0, 0.0, 0.0, 1.0)) * Cs;
}
vec4 HueRotate(vec4 Cs, float amount) {
vec3 CsHsv = rgbToHsv(Cs.rgb);
CsHsv.x = mod(CsHsv.x + amount / 6.283185307179586, 1.0);
return vec4(hsvToRgb(CsHsv), Cs.a);
}
vec4 Invert(vec4 Cs, float amount) {
return mix(Cs, vec4(1.0, 1.0, 1.0, Cs.a) - vec4(Cs.rgb, 0.0), amount);
}
vec4 Saturate(vec4 Cs, float amount) {
return vec4(hsvToRgb(min(vec3(1.0, amount, 1.0) * rgbToHsv(Cs.rgb), vec3(1.0))), Cs.a);
}
vec4 Sepia(vec4 Cs, float amount) {
float ia = 1.0 - amount;
return mat4(vec4(0.393 + 0.607 * ia, 0.349 - 0.349 * ia, 0.272 - 0.272 * ia, 0.0),
vec4(0.769 - 0.769 * ia, 0.686 + 0.314 * ia, 0.534 - 0.534 * ia, 0.0),
vec4(0.189 - 0.189 * ia, 0.168 - 0.168 * ia, 0.131 + 0.869 * ia, 0.0),
vec4(0.0, 0.0, 0.0, 1.0)) * Cs;
}
vec3 Multiply(vec3 Cb, vec3 Cs) {
return Cb * Cs;
}
vec3 Screen(vec3 Cb, vec3 Cs) {
return Cb + Cs - (Cb * Cs);
}
vec3 HardLight(vec3 Cb, vec3 Cs) {
vec3 m = Multiply(Cb, 2.0 * Cs);
vec3 s = Screen(Cb, 2.0 * Cs - 1.0);
vec3 edge = vec3(0.5, 0.5, 0.5);
return mix(m, s, step(edge, Cs));
}
// TODO: Worth doing with mix/step? Check GLSL output.
float ColorDodge(float Cb, float Cs) {
if (Cb == 0.0)
return 0.0;
else if (Cs == 1.0)
return 1.0;
else
return min(1.0, Cb / (1.0 - Cs));
}
// TODO: Worth doing with mix/step? Check GLSL output.
float ColorBurn(float Cb, float Cs) {
if (Cb == 1.0)
return 1.0;
else if (Cs == 0.0)
return 0.0;
else
return 1.0 - min(1.0, (1.0 - Cb) / Cs);
}
float SoftLight(float Cb, float Cs) {
if (Cs <= 0.5) {
return Cb - (1.0 - 2.0 * Cs) * Cb * (1.0 - Cb);
} else {
float D;
if (Cb <= 0.25)
D = ((16.0 * Cb - 12.0) * Cb + 4.0) * Cb;
else
D = sqrt(Cb);
return Cb + (2.0 * Cs - 1.0) * (D - Cb);
}
}
vec3 Difference(vec3 Cb, vec3 Cs) {
return abs(Cb - Cs);
}
vec3 Exclusion(vec3 Cb, vec3 Cs) {
return Cb + Cs - 2.0 * Cb * Cs;
}
// These functions below are taken from the spec.
// There's probably a much quicker way to implement
// them in GLSL...
float Sat(vec3 c) {
return max(c.r, max(c.g, c.b)) - min(c.r, min(c.g, c.b));
}
float Lum(vec3 c) {
vec3 f = vec3(0.3, 0.59, 0.11);
return dot(c, f);
}
vec3 ClipColor(vec3 C) {
float L = Lum(C);
float n = min(C.r, min(C.g, C.b));
float x = max(C.r, max(C.g, C.b));
if (n < 0.0)
C = L + (((C - L) * L) / (L - n));
if (x > 1.0)
C = L + (((C - L) * (1.0 - L)) / (x - L));
return C;
}
vec3 SetLum(vec3 C, float l) {
float d = l - Lum(C);
return ClipColor(C + d);
}
void SetSatInner(inout float Cmin, inout float Cmid, inout float Cmax, float s) {
if (Cmax > Cmin) {
Cmid = (((Cmid - Cmin) * s) / (Cmax - Cmin));
Cmax = s;
} else {
Cmid = 0.0;
Cmax = 0.0;
}
Cmin = 0.0;
}
vec3 SetSat(vec3 C, float s) {
if (C.r <= C.g) {
if (C.g <= C.b) {
SetSatInner(C.r, C.g, C.b, s);
} else {
if (C.r <= C.b) {
SetSatInner(C.r, C.b, C.g, s);
} else {
SetSatInner(C.b, C.r, C.g, s);
}
}
} else {
if (C.r <= C.b) {
SetSatInner(C.g, C.r, C.b, s);
} else {
if (C.g <= C.b) {
SetSatInner(C.g, C.b, C.r, s);
} else {
SetSatInner(C.b, C.g, C.r, s);
}
}
}
return C;
}
vec3 Hue(vec3 Cb, vec3 Cs) {
return SetLum(SetSat(Cs, Sat(Cb)), Lum(Cb));
}
vec3 Saturation(vec3 Cb, vec3 Cs) {
return SetLum(SetSat(Cb, Sat(Cs)), Lum(Cb));
}
vec3 Color(vec3 Cb, vec3 Cs) {
return SetLum(Cs, Lum(Cb));
}
vec3 Luminosity(vec3 Cb, vec3 Cs) {
return SetLum(Cb, Lum(Cs));
}
void main(void) {
vec4 Cs = texture(sCache, vUv1);
vec4 Cb = texture(sCache, vUv0);
// TODO(gw): This is a hack that's (probably) wrong.
// Instead of drawing the tile rect, draw the
// stacking context bounds instead?
if (Cs.a == 0.0) {
oFragColor = Cb;
return;
}
int kind = vInfo.x;
int op = vInfo.y;
float amount = vAmount;
// Return yellow if none of the branches match (shouldn't happen).
vec4 result = vec4(1.0, 1.0, 0.0, 1.0);
switch (kind) {
case COMPOSITE_KIND_MIX_BLEND_MODE:
if (op == 2) {
result.rgb = Screen(Cb.rgb, Cs.rgb);
} else if (op == 3) {
result.rgb = HardLight(Cs.rgb, Cb.rgb); // Overlay is inverse of Hardlight
} else if (op == 6) {
result.r = ColorDodge(Cb.r, Cs.r);
result.g = ColorDodge(Cb.g, Cs.g);
result.b = ColorDodge(Cb.b, Cs.b);
} else if (op == 7) {
result.r = ColorBurn(Cb.r, Cs.r);
result.g = ColorBurn(Cb.g, Cs.g);
result.b = ColorBurn(Cb.b, Cs.b);
} else if (op == 8) {
result.rgb = HardLight(Cb.rgb, Cs.rgb);
} else if (op == 9) {
result.r = SoftLight(Cb.r, Cs.r);
result.g = SoftLight(Cb.g, Cs.g);
result.b = SoftLight(Cb.b, Cs.b);
} else if (op == 10) {
result.rgb = Difference(Cb.rgb, Cs.rgb);
} else if (op == 11) {
result.rgb = Exclusion(Cb.rgb, Cs.rgb);
} else if (op == 12) {
result.rgb = Hue(Cb.rgb, Cs.rgb);
} else if (op == 13) {
result.rgb = Saturation(Cb.rgb, Cs.rgb);
} else if (op == 14) {
result.rgb = Color(Cb.rgb, Cs.rgb);
} else if (op == 15) {
result.rgb = Luminosity(Cb.rgb, Cs.rgb);
}
break;
case COMPOSITE_KIND_FILTER:
if (op == 0) {
// Gaussian blur is specially handled:
result = Cs;// Blur(amount, vec2(0,0));
} else {
if (op == 1) {
result = Contrast(Cs, amount);
} else if (op == 2) {
result = Grayscale(Cs, amount);
} else if (op == 3) {
result = HueRotate(Cs, amount);
} else if (op == 4) {
result = Invert(Cs, amount);
} else if (op == 5) {
result = Saturate(Cs, amount);
} else if (op == 6) {
result = Sepia(Cs, amount);
}
}
break;
}
oFragColor = result;
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
varying vec2 vUv0;
varying vec2 vUv1;
flat varying ivec2 vInfo;
flat varying float vAmount;

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#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
struct Composite {
uvec4 src0;
uvec4 src1;
uvec4 target_rect;
ivec4 info;
vec4 amount;
};
layout(std140) uniform Items {
Composite composites[WR_MAX_PRIM_ITEMS];
};
void main(void) {
Composite composite = composites[gl_InstanceID];
vec2 local_pos = mix(vec2(composite.target_rect.xy),
vec2(composite.target_rect.xy + composite.target_rect.zw),
aPosition.xy);
vec2 st0 = vec2(composite.src0.xy) / 2048.0;
vec2 st1 = vec2(composite.src0.xy + composite.src0.zw) / 2048.0;
vUv0 = mix(st0, st1, aPosition.xy);
st0 = vec2(composite.src1.xy) / 2048.0;
st1 = vec2(composite.src1.xy + composite.src1.zw) / 2048.0;
vUv1 = mix(st0, st1, aPosition.xy);
vInfo = composite.info.xy;
vAmount = composite.amount.x;
gl_Position = uTransform * vec4(local_pos, 0, 1);
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
void main(void) {
do_clip(vPos, vClipRect, vClipRadius);
oFragColor = mix(vColor0, vColor1, vF);
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
varying float vF;
varying vec2 vPos;
flat varying vec4 vColor0;
flat varying vec4 vColor1;
flat varying vec4 vClipRect;
flat varying vec4 vClipRadius;

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#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#define DIR_HORIZONTAL uint(0)
#define DIR_VERTICAL uint(1)
struct Gradient {
PrimitiveInfo info;
vec4 color0;
vec4 color1;
uvec4 dir;
Clip clip;
};
layout(std140) uniform Items {
Gradient gradients[WR_MAX_PRIM_ITEMS];
};
void main(void) {
Gradient gradient = gradients[gl_InstanceID];
VertexInfo vi = write_vertex(gradient.info);
vec2 f = (vi.local_clamped_pos - gradient.info.local_rect.xy) / gradient.info.local_rect.zw;
switch (gradient.dir.x) {
case DIR_HORIZONTAL:
vF = f.x;
break;
case DIR_VERTICAL:
vF = f.y;
break;
}
vClipRect = vec4(gradient.clip.rect.xy, gradient.clip.rect.xy + gradient.clip.rect.zw);
vClipRadius = vec4(gradient.clip.top_left.outer_inner_radius.x,
gradient.clip.top_right.outer_inner_radius.x,
gradient.clip.bottom_right.outer_inner_radius.x,
gradient.clip.bottom_left.outer_inner_radius.x);
vPos = vi.local_clamped_pos;
vColor0 = gradient.color0;
vColor1 = gradient.color1;
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
void main(void) {
vec2 st = vTextureOffset + vTextureSize * fract(vUv);
oFragColor = texture(sDiffuse, st);
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
varying vec2 vUv; // Location within the CSS box to draw.
flat varying vec2 vTextureOffset; // Offset of this image into the texture atlas.
flat varying vec2 vTextureSize; // Size of the image in the texture atlas.

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#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
struct Image {
PrimitiveInfo info;
vec4 st_rect; // Location of the image texture in the texture atlas.
vec4 stretch_size; // Size of the actual image.
};
layout(std140) uniform Items {
Image images[WR_MAX_PRIM_ITEMS];
};
void main(void) {
Image image = images[gl_InstanceID];
VertexInfo vi = write_vertex(image.info);
// vUv will contain how many times this image has wrapped around the image size.
vUv = (vi.local_clamped_pos - vi.local_rect.p0) / image.stretch_size.xy;
vTextureSize = image.st_rect.zw - image.st_rect.xy;
vTextureOffset = image.st_rect.xy;
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
void main(void) {
do_clip(vPos, vClipRect, vClipRadius);
vec2 st = vTextureOffset + vTextureSize * fract(vUv);
oFragColor = texture(sDiffuse, st);
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
varying vec2 vUv; // Location within the CSS box to draw.
varying vec2 vPos;
flat varying vec2 vTextureOffset; // Offset of this image into the texture atlas.
flat varying vec2 vTextureSize; // Size of the image in the texture atlas.
flat varying vec4 vClipRect;
flat varying vec4 vClipRadius;

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#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
struct Image {
PrimitiveInfo info;
vec4 st_rect; // Location of the image texture in the texture atlas.
vec4 stretch_size; // Size of the actual image.
Clip clip;
};
layout(std140) uniform Items {
Image images[WR_MAX_PRIM_ITEMS];
};
void main(void) {
Image image = images[gl_InstanceID];
VertexInfo vi = write_vertex(image.info);
vClipRect = vec4(image.clip.rect.xy, image.clip.rect.xy + image.clip.rect.zw);
vClipRadius = vec4(image.clip.top_left.outer_inner_radius.x,
image.clip.top_right.outer_inner_radius.x,
image.clip.bottom_right.outer_inner_radius.x,
image.clip.bottom_left.outer_inner_radius.x);
vPos = vi.local_clamped_pos;
// vUv will contain how many times this image has wrapped around the image size.
vUv = (vi.local_clamped_pos - image.info.local_rect.xy) / image.stretch_size.xy;
vTextureSize = image.st_rect.zw - image.st_rect.xy;
vTextureOffset = image.st_rect.xy;
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
void main(void) {
vec2 pos = vPos.xy / vPos.z;
if (!point_in_rect(pos, vRect.xy, vRect.xy + vRect.zw)) {
discard;
}
oFragColor = texture(sDiffuse, vUv / vPos.z);
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
varying vec2 vUv;
varying vec3 vPos;
flat varying vec4 vRect;

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#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
struct Image {
PrimitiveInfo info;
vec4 st_rect;
vec4 stretch_size; // Size of the actual image.
};
layout(std140) uniform Items {
Image images[WR_MAX_PRIM_ITEMS];
};
void main(void) {
Image image = images[gl_InstanceID];
Layer layer = layers[image.info.layer_tile_part.x];
Tile tile = tiles[image.info.layer_tile_part.y];
vec2 p0 = image.info.local_rect.xy;
vec2 p1 = image.info.local_rect.xy + vec2(image.info.local_rect.z, 0.0);
vec2 p2 = image.info.local_rect.xy + vec2(0.0, image.info.local_rect.w);
vec2 p3 = image.info.local_rect.xy + image.info.local_rect.zw;
vec4 t0 = layer.transform * vec4(p0, 0, 1);
vec4 t1 = layer.transform * vec4(p1, 0, 1);
vec4 t2 = layer.transform * vec4(p2, 0, 1);
vec4 t3 = layer.transform * vec4(p3, 0, 1);
vec2 tp0 = t0.xy / t0.w;
vec2 tp1 = t1.xy / t1.w;
vec2 tp2 = t2.xy / t2.w;
vec2 tp3 = t3.xy / t3.w;
vec2 min_pos = min(tp0.xy, min(tp1.xy, min(tp2.xy, tp3.xy)));
vec2 max_pos = max(tp0.xy, max(tp1.xy, max(tp2.xy, tp3.xy)));
vec2 min_pos_clamped = clamp(min_pos * uDevicePixelRatio,
vec2(tile.actual_rect.xy),
vec2(tile.actual_rect.xy + tile.actual_rect.zw));
vec2 max_pos_clamped = clamp(max_pos * uDevicePixelRatio,
vec2(tile.actual_rect.xy),
vec2(tile.actual_rect.xy + tile.actual_rect.zw));
vec2 clamped_pos = mix(min_pos_clamped,
max_pos_clamped,
aPosition.xy);
vec3 layer_pos = get_layer_pos(clamped_pos / uDevicePixelRatio, image.info.layer_tile_part.x);
vRect = image.info.local_rect;
vPos = layer_pos;
vec2 f = (layer_pos.xy - image.info.local_rect.xy) / image.info.local_rect.zw;
vUv = mix(image.st_rect.xy,
image.st_rect.zw,
f);
vec2 final_pos = clamped_pos + vec2(tile.target_rect.xy) - vec2(tile.actual_rect.xy);
gl_Position = uTransform * vec4(final_pos, 0, 1);
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
void main(void) {
oFragColor = vColor;
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
varying vec4 vColor;

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#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
struct Rectangle {
PrimitiveInfo info;
vec4 color;
};
layout(std140) uniform Items {
Rectangle rects[WR_MAX_PRIM_ITEMS];
};
void main(void) {
Rectangle rect = rects[gl_InstanceID];
write_vertex(rect.info);
vColor = rect.color;
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
void main(void) {
do_clip(vPos, vClipRect, vClipRadius);
oFragColor = vColor;
}

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#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
varying vec4 vColor;
varying vec2 vPos;
flat varying vec4 vClipRect;
flat varying vec4 vClipRadius;

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#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
struct Rectangle {
PrimitiveInfo info;
vec4 color;
Clip clip;
};
layout(std140) uniform Items {
Rectangle rects[WR_MAX_PRIM_ITEMS];
};
void main(void) {
Rectangle rect = rects[gl_InstanceID];
VertexInfo vi = write_vertex(rect.info);
vClipRect = vec4(rect.clip.rect.xy, rect.clip.rect.xy + rect.clip.rect.zw);
vClipRadius = vec4(rect.clip.top_left.outer_inner_radius.x,
rect.clip.top_right.outer_inner_radius.x,
rect.clip.bottom_right.outer_inner_radius.x,
rect.clip.bottom_left.outer_inner_radius.x);
vPos = vi.local_clamped_pos;
vColor = rect.color;
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
void main(void) {
vec2 pos = vPos.xy / vPos.z;
if (!point_in_rect(pos, vRect.xy, vRect.xy + vRect.zw)) {
discard;
}
oFragColor = vColor;
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
varying vec4 vColor;
varying vec3 vPos;
flat varying vec4 vRect;

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#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
struct Rectangle {
PrimitiveInfo info;
vec4 color;
};
layout(std140) uniform Items {
Rectangle rects[WR_MAX_PRIM_ITEMS];
};
void main(void) {
Rectangle rect = rects[gl_InstanceID];
Layer layer = layers[rect.info.layer_tile_part.x];
Tile tile = tiles[rect.info.layer_tile_part.y];
vec2 p0 = rect.info.local_rect.xy;
vec2 p1 = rect.info.local_rect.xy + vec2(rect.info.local_rect.z, 0.0);
vec2 p2 = rect.info.local_rect.xy + vec2(0.0, rect.info.local_rect.w);
vec2 p3 = rect.info.local_rect.xy + rect.info.local_rect.zw;
vec4 t0 = layer.transform * vec4(p0, 0, 1);
vec4 t1 = layer.transform * vec4(p1, 0, 1);
vec4 t2 = layer.transform * vec4(p2, 0, 1);
vec4 t3 = layer.transform * vec4(p3, 0, 1);
vec2 tp0 = t0.xy / t0.w;
vec2 tp1 = t1.xy / t1.w;
vec2 tp2 = t2.xy / t2.w;
vec2 tp3 = t3.xy / t3.w;
vec2 min_pos = min(tp0.xy, min(tp1.xy, min(tp2.xy, tp3.xy)));
vec2 max_pos = max(tp0.xy, max(tp1.xy, max(tp2.xy, tp3.xy)));
vec2 min_pos_clamped = clamp(min_pos * uDevicePixelRatio,
vec2(tile.actual_rect.xy),
vec2(tile.actual_rect.xy + tile.actual_rect.zw));
vec2 max_pos_clamped = clamp(max_pos * uDevicePixelRatio,
vec2(tile.actual_rect.xy),
vec2(tile.actual_rect.xy + tile.actual_rect.zw));
vec2 clamped_pos = mix(min_pos_clamped,
max_pos_clamped,
aPosition.xy);
vec3 layer_pos = get_layer_pos(clamped_pos / uDevicePixelRatio, rect.info.layer_tile_part.x);
vRect = rect.info.local_rect;
vPos = layer_pos;
vColor = rect.color;
vec2 final_pos = clamped_pos + vec2(tile.target_rect.xy) - vec2(tile.actual_rect.xy);
gl_Position = uTransform * vec4(final_pos, 0, 1);
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
void main(void) {
float a = texture(sDiffuse, vUv).a;
oFragColor = vec4(vColor.rgb, vColor.a * a);
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
flat varying vec4 vColor;
varying vec2 vUv;

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#line 1
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
struct Glyph {
PrimitiveInfo info;
vec4 color;
vec4 st_rect;
};
layout(std140) uniform Items {
Glyph glyphs[WR_MAX_PRIM_ITEMS];
};
void main(void) {
Glyph glyph = glyphs[gl_InstanceID];
VertexInfo vi = write_vertex(glyph.info);
vec2 f = (vi.local_clamped_pos - vi.local_rect.p0) / (vi.local_rect.p1 - vi.local_rect.p0);
vColor = glyph.color;
vUv = mix(glyph.st_rect.xy,
glyph.st_rect.zw,
f);
}

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
//======================================================================================
// Vertex shader attributes and uniforms
//======================================================================================
#ifdef WR_VERTEX_SHADER
#define varying out
// Uniform inputs
uniform mat4 uTransform; // Orthographic projection
uniform float uDevicePixelRatio;
// Attribute inputs
in vec3 aPosition;
#endif
//======================================================================================
// Fragment shader attributes and uniforms
//======================================================================================
#ifdef WR_FRAGMENT_SHADER
precision highp float;
#define varying in
// Uniform inputs
uniform sampler2D sDiffuse;
uniform sampler2D sMask;
// Fragment shader outputs
out vec4 oFragColor;
#endif
//======================================================================================
// Interpolator definitions
//======================================================================================
//======================================================================================
// VS only types and UBOs
//======================================================================================
//======================================================================================
// VS only functions
//======================================================================================

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
//======================================================================================
// Vertex shader attributes and uniforms
//======================================================================================
#ifdef WR_VERTEX_SHADER
in vec4 aColorTexCoordRectTop;
in vec4 aColorRectTL;
// box-shadow
in vec4 aBorderPosition;
in vec4 aBorderRadii;
in float aBlurRadius;
// blur
in vec2 aDestTextureSize;
in vec2 aSourceTextureSize;
#endif
//======================================================================================
// Fragment shader attributes and uniforms
//======================================================================================
#ifdef WR_FRAGMENT_SHADER
uniform vec2 uDirection;
#endif
//======================================================================================
// Interpolator definitions
//======================================================================================
// Hacks to be removed (needed for text etc)
varying vec2 vColorTexCoord;
varying vec4 vColor;
// box_shadow
varying vec2 vPosition;
varying vec4 vBorderPosition;
varying vec4 vBorderRadii;
varying float vBlurRadius;
// blur
varying vec2 vSourceTextureSize;
varying vec2 vDestTextureSize;
//======================================================================================
// VS only types and UBOs
//======================================================================================
//======================================================================================
// VS only functions
//======================================================================================
//======================================================================================
// FS only functions
//======================================================================================
#ifdef WR_FRAGMENT_SHADER
void SetFragColor(vec4 color) {
oFragColor = color;
}
#endif