servo/resources/shaders/ps_border.fs.glsl
2016-09-15 09:07:27 +10:00

335 lines
13 KiB
GLSL

#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 discard_pixels_in_rounded_borders(vec2 local_pos) {
float distanceFromRef = distance(vRefPoint, local_pos);
if (vRadii.x > 0.0 && (distanceFromRef > vRadii.x || distanceFromRef < vRadii.z)) {
discard;
}
}
vec4 get_fragment_color(float distanceFromMixLine, float pixelsPerFragment) {
// Here we are mixing between the two border colors. We need to convert
// distanceFromMixLine it to pixel space to properly anti-alias and then push
// it between the limits accepted by `mix`.
float colorMix = min(max(distanceFromMixLine / pixelsPerFragment, -0.5), 0.5) + 0.5;
return mix(vHorizontalColor, vVerticalColor, colorMix);
}
float alpha_for_solid_border(float distance_from_ref,
float inner_radius,
float outer_radius,
float pixels_per_fragment) {
// We want to start anti-aliasing one pixel in from the border.
float nudge = pixels_per_fragment;
inner_radius += nudge;
outer_radius -= nudge;
if ((distance_from_ref < outer_radius && distance_from_ref > inner_radius)) {
return 1.0;
}
float distance_from_border = max(distance_from_ref - outer_radius,
inner_radius - distance_from_ref);
// Move the distance back into pixels.
distance_from_border /= pixels_per_fragment;
// Apply a more gradual fade out to transparent.
distance_from_border -= 0.5;
return smoothstep(1.0, 0.0, distance_from_border);
}
float alpha_for_solid_border_corner(vec2 local_pos,
float inner_radius,
float outer_radius,
float pixels_per_fragment) {
float distance_from_ref = distance(vRefPoint, local_pos);
return alpha_for_solid_border(distance_from_ref, inner_radius, outer_radius, pixels_per_fragment);
}
vec4 draw_dotted_edge(vec2 local_pos, vec4 piece_rect, float pixels_per_fragment) {
// We don't use pixels_per_fragment here, since it can change along the edge
// of a transformed border edge. We want this calculation to be consistent
// across the entire edge so that the positioning of the dots stays the same.
float two_pixels = 2.0 * length(fwidth(vLocalPos.xy));
// Circle diameter is stroke width, minus a couple pixels to account for anti-aliasing.
float circle_diameter = max(piece_rect.z - two_pixels, min(piece_rect.z, two_pixels));
// We want to spread the circles across the edge, but keep one circle diameter at the end
// reserved for two half-circles which connect to the corners.
float edge_available = piece_rect.w - (circle_diameter * 2.0);
float number_of_circles = floor(edge_available / (circle_diameter * 2.0));
// Here we are initializing the distance from the y coordinate of the center of the circle to
// the closest end half-circle.
vec2 relative_pos = local_pos - piece_rect.xy;
float y_distance = min(relative_pos.y, piece_rect.w - relative_pos.y);
if (number_of_circles > 0.0) {
// Spread the circles throughout the edge, to distribute the extra space evenly. We want
// to ensure that we have at last two pixels of space for each circle so that they aren't
// touching.
float space_for_each_circle = ceil(max(edge_available / number_of_circles, two_pixels));
float first_half_circle_space = circle_diameter;
float circle_index = (relative_pos.y - first_half_circle_space) / space_for_each_circle;
circle_index = floor(clamp(circle_index, 0.0, number_of_circles - 1.0));
float circle_y_pos =
circle_index * space_for_each_circle + (space_for_each_circle / 2.0) + circle_diameter;
y_distance = min(abs(circle_y_pos - relative_pos.y), y_distance);
}
float distance_from_circle_center = length(vec2(relative_pos.x - (piece_rect.z / 2.0), y_distance));
float distance_from_circle_edge = distance_from_circle_center - (circle_diameter / 2.0);
// Don't anti-alias if the circle diameter is small to avoid a blur of color.
if (circle_diameter < two_pixels && distance_from_circle_edge > 0.0)
return vec4(0.0);
// Move the distance back into pixels.
distance_from_circle_edge /= pixels_per_fragment;
float alpha = smoothstep(1.0, 0.0, min(1.0, max(0.0, distance_from_circle_edge)));
return vHorizontalColor * vec4(1.0, 1.0, 1.0, alpha);
}
vec4 draw_dashed_edge(float position, float border_width, float pixels_per_fragment) {
// TODO: Investigate exactly what FF does.
float size = border_width * 3.0;
float segment = floor(position / size);
float alpha = alpha_for_solid_border(position,
segment * size,
(segment + 1.0) * size,
pixels_per_fragment);
if (mod(segment + 2.0, 2.0) == 0.0) {
return vHorizontalColor * vec4(1.0, 1.0, 1.0, 1.0 - alpha);
} else {
return vHorizontalColor * vec4(1.0, 1.0, 1.0, alpha);
}
}
void draw_dashed_or_dotted_border(vec2 local_pos, float distance_from_mix_line) {
// This is the conversion factor for transformations and device pixel scaling.
float pixels_per_fragment = length(fwidth(local_pos.xy));
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:
{
oFragColor = get_fragment_color(distance_from_mix_line, pixels_per_fragment);
if (vRadii.x > 0.0) {
oFragColor *= vec4(1.0, 1.0, 1.0, alpha_for_solid_border_corner(local_pos,
vRadii.z,
vRadii.x,
pixels_per_fragment));
}
break;
}
case PST_BOTTOM:
case PST_TOP: {
if (vBorderStyle == BORDER_STYLE_DASHED) {
oFragColor = draw_dashed_edge(vLocalPos.x - vPieceRect.x,
vPieceRect.w,
pixels_per_fragment);
} else {
oFragColor = draw_dotted_edge(local_pos.yx, vPieceRect.yxwz, pixels_per_fragment);
}
break;
}
case PST_LEFT:
case PST_RIGHT:
{
if (vBorderStyle == BORDER_STYLE_DASHED) {
oFragColor = draw_dashed_edge(vLocalPos.y - vPieceRect.y,
vPieceRect.z,
pixels_per_fragment);
} else {
oFragColor = draw_dotted_edge(local_pos.xy, vPieceRect.xyzw, pixels_per_fragment);
}
break;
}
}
}
vec4 draw_double_edge(float pos,
float len,
float distance_from_mix_line,
float pixels_per_fragment) {
float total_border_width = len;
float one_third_width = total_border_width / 3.0;
// Contribution of the outer border segment.
float alpha = alpha_for_solid_border(pos,
total_border_width - one_third_width,
total_border_width,
pixels_per_fragment);
// Contribution of the inner border segment.
alpha += alpha_for_solid_border(pos, 0.0, one_third_width, pixels_per_fragment);
return get_fragment_color(distance_from_mix_line, pixels_per_fragment) * vec4(1.0, 1.0, 1.0, alpha);
}
vec4 draw_double_edge_vertical(vec2 local_pos,
float distance_from_mix_line,
float pixels_per_fragment) {
// Get our position within this specific segment
float position = local_pos.x - vLocalRect.x;
return draw_double_edge(position, vLocalRect.z, distance_from_mix_line, pixels_per_fragment);
}
vec4 draw_double_edge_horizontal(vec2 local_pos,
float distance_from_mix_line,
float pixels_per_fragment) {
// Get our position within this specific segment
float position = local_pos.y - vLocalRect.y;
return draw_double_edge(position, vLocalRect.w, distance_from_mix_line, pixels_per_fragment);
}
vec4 draw_double_edge_corner_with_radius(vec2 local_pos,
float distance_from_mix_line,
float pixels_per_fragment) {
float total_border_width = vRadii.x - vRadii.z;
float one_third_width = total_border_width / 3.0;
// Contribution of the outer border segment.
float alpha = alpha_for_solid_border_corner(local_pos,
vRadii.x - one_third_width,
vRadii.x,
pixels_per_fragment);
// Contribution of the inner border segment.
alpha += alpha_for_solid_border_corner(local_pos,
vRadii.z,
vRadii.z + one_third_width,
pixels_per_fragment);
return get_fragment_color(distance_from_mix_line, pixels_per_fragment) * vec4(1.0, 1.0, 1.0, alpha);
}
vec4 draw_double_edge_corner(vec2 local_pos,
float distance_from_mix_line,
float pixels_per_fragment) {
if (vRadii.x > 0.0) {
return draw_double_edge_corner_with_radius(local_pos,
distance_from_mix_line,
pixels_per_fragment);
}
bool is_vertical = (vBorderPart == PST_TOP_LEFT) ? distance_from_mix_line < 0.0 :
distance_from_mix_line >= 0.0;
if (is_vertical) {
return draw_double_edge_vertical(local_pos, distance_from_mix_line, pixels_per_fragment);
} else {
return draw_double_edge_horizontal(local_pos, distance_from_mix_line, pixels_per_fragment);
}
}
void draw_double_border(float distance_from_mix_line, vec2 local_pos) {
float pixels_per_fragment = length(fwidth(local_pos.xy));
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:
{
oFragColor = draw_double_edge_corner(local_pos, distance_from_mix_line, pixels_per_fragment);
break;
}
case PST_BOTTOM:
case PST_TOP:
{
oFragColor = draw_double_edge_horizontal(local_pos,
distance_from_mix_line,
pixels_per_fragment);
break;
}
case PST_LEFT:
case PST_RIGHT:
{
oFragColor = draw_double_edge_vertical(local_pos,
distance_from_mix_line,
pixels_per_fragment);
break;
}
}
}
void draw_solid_border(float distanceFromMixLine, vec2 localPos) {
switch (vBorderPart) {
case PST_TOP_LEFT:
case PST_TOP_RIGHT:
case PST_BOTTOM_LEFT:
case PST_BOTTOM_RIGHT: {
// This is the conversion factor for transformations and device pixel scaling.
float pixelsPerFragment = length(fwidth(localPos.xy));
oFragColor = get_fragment_color(distanceFromMixLine, pixelsPerFragment);
if (vRadii.x > 0.0) {
float alpha = alpha_for_solid_border_corner(localPos, vRadii.z, vRadii.x, pixelsPerFragment);
oFragColor *= vec4(1.0, 1.0, 1.0, alpha);
}
break;
}
default:
oFragColor = vHorizontalColor;
discard_pixels_in_rounded_borders(localPos);
}
}
// TODO: Investigate performance of this shader and see
// if it's worthwhile splitting it / removing branches etc.
void main(void) {
#ifdef WR_FEATURE_TRANSFORM
float alpha = 0.0;
vec2 local_pos = init_transform_fs(vLocalPos, vLocalRect, alpha);
#else
vec2 local_pos = vLocalPos;
#endif
#ifdef WR_FEATURE_TRANSFORM
// TODO(gw): Support other border styles for transformed elements.
float distance_from_mix_line = (local_pos.x - vPieceRect.x) * vPieceRect.w -
(local_pos.y - vPieceRect.y) * vPieceRect.z;
distance_from_mix_line /= vPieceRectHypotenuseLength;
#else
float distance_from_mix_line = vDistanceFromMixLine;
#endif
switch (vBorderStyle) {
case BORDER_STYLE_DASHED:
case BORDER_STYLE_DOTTED:
draw_dashed_or_dotted_border(local_pos, distance_from_mix_line);
break;
case BORDER_STYLE_DOUBLE:
draw_double_border(distance_from_mix_line, local_pos);
break;
case BORDER_STYLE_OUTSET:
case BORDER_STYLE_INSET:
case BORDER_STYLE_SOLID:
case BORDER_STYLE_NONE:
draw_solid_border(distance_from_mix_line, local_pos);
break;
default:
discard;
}
#ifdef WR_FEATURE_TRANSFORM
oFragColor *= vec4(1.0, 1.0, 1.0, alpha);
#endif
}