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Add WebRender integration to Servo.
WebRender is an experimental GPU accelerated rendering backend for Servo. The WebRender backend can be specified by running Servo with the -w option (otherwise the default rendering backend will be used). WebRender has many bugs, and missing features - but it is usable to browse most websites - please report any WebRender specific rendering bugs you encounter!
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resources/shaders/quad.fs.glsl
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resources/shaders/quad.fs.glsl
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/* 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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// GLSL point in rect test.
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// See: https://stackoverflow.com/questions/12751080/glsl-point-inside-box-test
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bool PointInRect(vec2 p, vec2 p0, vec2 p1)
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{
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vec2 s = step(p0, p) - step(p1, p);
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return s.x * s.y != 0.0;
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}
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void main(void)
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{
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// Clip out.
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if (PointInRect(vPosition, vClipOutRect.xy, vClipOutRect.zw)) {
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discard;
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}
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// Clip in.
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if (!PointInRect(vPosition, vClipInRect.xy, vClipInRect.zw)) {
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discard;
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}
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// Apply image tiling parameters (offset and scale) to color UVs.
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vec2 colorTexCoord = vTileParams.xy + fract(vColorTexCoord.xy) * vTileParams.zw;
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vec2 maskTexCoord = vMaskTexCoord.xy;
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// Fetch the diffuse and mask texels.
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vec4 diffuse = Texture(sDiffuse, colorTexCoord);
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vec4 mask = Texture(sMask, maskTexCoord);
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// Extract alpha from the mask (component depends on platform)
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float alpha = GetAlphaFromMask(mask);
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// Write the final fragment color.
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SetFragColor(diffuse * vec4(vColor.rgb, vColor.a * alpha));
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}
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