#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/. */ void main(void) { #ifdef WR_FEATURE_TRANSFORM float alpha = 1.f; vec2 local_pos = init_transform_fs(vLocalPos, vLocalRect, alpha); // We clamp the texture coordinate calculation here to the local rectangle boundaries, // which makes the edge of the texture stretch instead of repeat. vec2 relative_pos_in_rect = clamp(local_pos, vLocalRect.xy, vLocalRect.xy + vLocalRect.zw) - vLocalRect.xy; #else float alpha = 1.f; vec2 local_pos = vLocalPos; vec2 relative_pos_in_rect = vLocalPos - vLocalRect.xy; #endif alpha = min(alpha, do_clip(local_pos)); // We calculate the particular tile this fragment belongs to, taking into // account the spacing in between tiles. We only paint if our fragment does // not fall into that spacing. vec2 position_in_tile = mod(relative_pos_in_rect, vStretchSize + vTileSpacing); vec2 st = vTextureOffset + ((position_in_tile / vStretchSize) * vTextureSize); alpha = alpha * float(all(bvec2(step(position_in_tile, vStretchSize)))); oFragColor = texture(sColor0, st) * vec4(1, 1, 1, alpha); }