mirror of
https://github.com/servo/servo.git
synced 2025-07-03 05:23:38 +01:00
565 lines
15 KiB
GLSL
565 lines
15 KiB
GLSL
#line 1
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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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#define PST_TOP_LEFT uint(0)
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#define PST_TOP_RIGHT uint(1)
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#define PST_BOTTOM_LEFT uint(2)
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#define PST_BOTTOM_RIGHT uint(3)
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#define PST_TOP uint(4)
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#define PST_LEFT uint(5)
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#define PST_BOTTOM uint(6)
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#define PST_RIGHT uint(7)
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#define UV_NORMALIZED uint(0)
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#define UV_PIXEL uint(1)
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// Border styles as defined in webrender_traits/types.rs
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#define BORDER_STYLE_NONE uint(0)
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#define BORDER_STYLE_SOLID uint(1)
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#define BORDER_STYLE_DOUBLE uint(2)
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#define BORDER_STYLE_DOTTED uint(3)
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#define BORDER_STYLE_DASHED uint(4)
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#define BORDER_STYLE_HIDDEN uint(5)
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#define BORDER_STYLE_GROOVE uint(6)
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#define BORDER_STYLE_RIDGE uint(7)
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#define BORDER_STYLE_INSET uint(8)
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#define BORDER_STYLE_OUTSET uint(9)
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#define MAX_STOPS_PER_ANGLE_GRADIENT 8
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#ifdef WR_VERTEX_SHADER
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#define VECS_PER_LAYER 13
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#define LAYERS_PER_ROW (WR_MAX_VERTEX_TEXTURE_WIDTH / VECS_PER_LAYER)
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#define VECS_PER_TILE 2
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#define TILES_PER_ROW (WR_MAX_VERTEX_TEXTURE_WIDTH / VECS_PER_TILE)
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uniform sampler2D sLayers;
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uniform sampler2D sRenderTasks;
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struct Layer {
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mat4 transform;
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mat4 inv_transform;
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vec4 local_clip_rect;
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vec4 screen_vertices[4];
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};
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layout(std140) uniform Data {
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vec4 data[WR_MAX_UBO_VECTORS];
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};
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Layer fetch_layer(int index) {
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Layer layer;
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// Create a UV base coord for each 8 texels.
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// This is required because trying to use an offset
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// of more than 8 texels doesn't work on some versions
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// of OSX.
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int y = index / LAYERS_PER_ROW;
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int x = VECS_PER_LAYER * (index % LAYERS_PER_ROW);
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ivec2 uv0 = ivec2(x + 0, y);
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ivec2 uv1 = ivec2(x + 8, y);
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layer.transform[0] = texelFetchOffset(sLayers, uv0, 0, ivec2(0, 0));
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layer.transform[1] = texelFetchOffset(sLayers, uv0, 0, ivec2(1, 0));
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layer.transform[2] = texelFetchOffset(sLayers, uv0, 0, ivec2(2, 0));
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layer.transform[3] = texelFetchOffset(sLayers, uv0, 0, ivec2(3, 0));
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layer.inv_transform[0] = texelFetchOffset(sLayers, uv0, 0, ivec2(4, 0));
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layer.inv_transform[1] = texelFetchOffset(sLayers, uv0, 0, ivec2(5, 0));
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layer.inv_transform[2] = texelFetchOffset(sLayers, uv0, 0, ivec2(6, 0));
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layer.inv_transform[3] = texelFetchOffset(sLayers, uv0, 0, ivec2(7, 0));
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layer.local_clip_rect = texelFetchOffset(sLayers, uv1, 0, ivec2(0, 0));
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layer.screen_vertices[0] = texelFetchOffset(sLayers, uv1, 0, ivec2(1, 0));
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layer.screen_vertices[1] = texelFetchOffset(sLayers, uv1, 0, ivec2(2, 0));
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layer.screen_vertices[2] = texelFetchOffset(sLayers, uv1, 0, ivec2(2, 0));
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layer.screen_vertices[3] = texelFetchOffset(sLayers, uv1, 0, ivec2(3, 0));
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return layer;
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}
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struct Tile {
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vec4 actual_rect;
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vec4 target_rect;
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};
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Tile fetch_tile(int index) {
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Tile tile;
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int y = index / TILES_PER_ROW;
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int x = VECS_PER_TILE * (index % TILES_PER_ROW);
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ivec2 uv = ivec2(x + 0, y);
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tile.actual_rect = texelFetchOffset(sRenderTasks, uv, 0, ivec2(0, 0));
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tile.target_rect = texelFetchOffset(sRenderTasks, uv, 0, ivec2(1, 0));
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return tile;
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}
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struct PrimitiveInfo {
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vec4 layer_tile;
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vec4 local_clip_rect;
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vec4 local_rect;
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};
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PrimitiveInfo unpack_prim_info(int offset) {
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PrimitiveInfo info;
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info.layer_tile = data[offset + 0];
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info.local_clip_rect = data[offset + 1];
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info.local_rect = data[offset + 2];
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return info;
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}
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struct ClipCorner {
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vec4 rect;
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vec4 outer_inner_radius;
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};
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ClipCorner unpack_clip_corner(int offset) {
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ClipCorner corner;
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corner.rect = data[offset + 0];
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corner.outer_inner_radius = data[offset + 1];
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return corner;
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}
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struct Clip {
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vec4 rect;
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ClipCorner top_left;
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ClipCorner top_right;
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ClipCorner bottom_left;
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ClipCorner bottom_right;
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};
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Clip unpack_clip(int offset) {
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Clip clip;
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clip.rect = data[offset + 0];
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clip.top_left = unpack_clip_corner(offset + 1);
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clip.top_right = unpack_clip_corner(offset + 3);
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clip.bottom_left = unpack_clip_corner(offset + 5);
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clip.bottom_right = unpack_clip_corner(offset + 7);
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return clip;
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}
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bool ray_plane(vec3 normal, vec3 point, vec3 ray_origin, vec3 ray_dir, out float t)
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{
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float denom = dot(normal, ray_dir);
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if (denom > 1e-6) {
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vec3 d = point - ray_origin;
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t = dot(d, normal) / denom;
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return t >= 0.0;
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}
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return false;
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}
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vec4 untransform(vec2 ref, vec3 n, vec3 a, mat4 inv_transform) {
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vec3 p = vec3(ref, -10000.0);
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vec3 d = vec3(0, 0, 1.0);
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float t;
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ray_plane(n, a, p, d, t);
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vec3 c = p + d * t;
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vec4 r = inv_transform * vec4(c, 1.0);
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return r;
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}
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vec3 get_layer_pos(vec2 pos, Layer layer) {
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vec3 a = layer.screen_vertices[0].xyz / layer.screen_vertices[0].w;
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vec3 b = layer.screen_vertices[3].xyz / layer.screen_vertices[3].w;
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vec3 c = layer.screen_vertices[2].xyz / layer.screen_vertices[2].w;
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vec3 n = normalize(cross(b-a, c-a));
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vec4 local_pos = untransform(pos, n, a, layer.inv_transform);
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return local_pos.xyw;
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}
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struct Rect {
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vec2 p0;
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vec2 p1;
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};
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struct VertexInfo {
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Rect local_rect;
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vec2 local_clamped_pos;
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vec2 global_clamped_pos;
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};
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VertexInfo write_vertex(PrimitiveInfo info) {
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Layer layer = fetch_layer(int(info.layer_tile.x));
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Tile tile = fetch_tile(int(info.layer_tile.y));
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vec2 p0 = floor(0.5 + info.local_rect.xy * uDevicePixelRatio) / uDevicePixelRatio;
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vec2 p1 = floor(0.5 + (info.local_rect.xy + info.local_rect.zw) * uDevicePixelRatio) / uDevicePixelRatio;
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vec2 local_pos = mix(p0, p1, aPosition.xy);
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vec2 cp0 = floor(0.5 + info.local_clip_rect.xy * uDevicePixelRatio) / uDevicePixelRatio;
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vec2 cp1 = floor(0.5 + (info.local_clip_rect.xy + info.local_clip_rect.zw) * uDevicePixelRatio) / uDevicePixelRatio;
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local_pos = clamp(local_pos, cp0, cp1);
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local_pos = clamp(local_pos,
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vec2(layer.local_clip_rect.xy),
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vec2(layer.local_clip_rect.xy + layer.local_clip_rect.zw));
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vec4 world_pos = layer.transform * vec4(local_pos, 0, 1);
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world_pos.xyz /= world_pos.w;
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vec2 device_pos = world_pos.xy * uDevicePixelRatio;
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vec2 clamped_pos = clamp(device_pos,
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vec2(tile.actual_rect.xy),
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vec2(tile.actual_rect.xy + tile.actual_rect.zw));
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vec4 local_clamped_pos = layer.inv_transform * vec4(clamped_pos / uDevicePixelRatio, world_pos.z, 1);
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local_clamped_pos.xyz /= local_clamped_pos.w;
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vec2 final_pos = clamped_pos + vec2(tile.target_rect.xy) - vec2(tile.actual_rect.xy);
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gl_Position = uTransform * vec4(final_pos, 0, 1);
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VertexInfo vi = VertexInfo(Rect(p0, p1), local_clamped_pos.xy, clamped_pos.xy);
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return vi;
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}
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struct TransformVertexInfo {
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vec3 local_pos;
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vec4 clipped_local_rect;
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};
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TransformVertexInfo write_transform_vertex(PrimitiveInfo info) {
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Layer layer = fetch_layer(int(info.layer_tile.x));
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Tile tile = fetch_tile(int(info.layer_tile.y));
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vec2 lp0 = info.local_rect.xy;
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vec2 lp1 = info.local_rect.xy + info.local_rect.zw;
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lp0 = clamp(lp0,
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layer.local_clip_rect.xy,
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layer.local_clip_rect.xy + layer.local_clip_rect.zw);
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lp1 = clamp(lp1,
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layer.local_clip_rect.xy,
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layer.local_clip_rect.xy + layer.local_clip_rect.zw);
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vec4 clipped_local_rect = vec4(lp0, lp1 - lp0);
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vec2 p0 = lp0;
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vec2 p1 = vec2(lp1.x, lp0.y);
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vec2 p2 = vec2(lp0.x, lp1.y);
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vec2 p3 = lp1;
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vec4 t0 = layer.transform * vec4(p0, 0, 1);
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vec4 t1 = layer.transform * vec4(p1, 0, 1);
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vec4 t2 = layer.transform * vec4(p2, 0, 1);
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vec4 t3 = layer.transform * vec4(p3, 0, 1);
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vec2 tp0 = t0.xy / t0.w;
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vec2 tp1 = t1.xy / t1.w;
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vec2 tp2 = t2.xy / t2.w;
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vec2 tp3 = t3.xy / t3.w;
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vec2 min_pos = min(tp0.xy, min(tp1.xy, min(tp2.xy, tp3.xy)));
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vec2 max_pos = max(tp0.xy, max(tp1.xy, max(tp2.xy, tp3.xy)));
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vec2 min_pos_clamped = clamp(min_pos * uDevicePixelRatio,
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vec2(tile.actual_rect.xy),
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vec2(tile.actual_rect.xy + tile.actual_rect.zw));
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vec2 max_pos_clamped = clamp(max_pos * uDevicePixelRatio,
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vec2(tile.actual_rect.xy),
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vec2(tile.actual_rect.xy + tile.actual_rect.zw));
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vec2 clamped_pos = mix(min_pos_clamped,
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max_pos_clamped,
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aPosition.xy);
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vec3 layer_pos = get_layer_pos(clamped_pos / uDevicePixelRatio, layer);
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vec2 final_pos = clamped_pos + vec2(tile.target_rect.xy) - vec2(tile.actual_rect.xy);
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gl_Position = uTransform * vec4(final_pos, 0, 1);
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return TransformVertexInfo(layer_pos, clipped_local_rect);
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}
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struct Rectangle {
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PrimitiveInfo info;
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vec4 color;
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};
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Rectangle fetch_rectangle(int index) {
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Rectangle rect;
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int offset = index * 4;
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rect.info = unpack_prim_info(offset);
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rect.color = data[offset + 3];
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return rect;
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}
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struct RectangleClip {
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PrimitiveInfo info;
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vec4 color;
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Clip clip;
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};
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RectangleClip fetch_rectangle_clip(int index) {
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RectangleClip rect;
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int offset = index * 13;
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rect.info = unpack_prim_info(offset);
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rect.color = data[offset + 3];
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rect.clip = unpack_clip(offset + 4);
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return rect;
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}
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struct Glyph {
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PrimitiveInfo info;
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vec4 color;
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vec4 uv_rect;
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};
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Glyph fetch_glyph(int index) {
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Glyph glyph;
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int offset = index * 5;
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glyph.info = unpack_prim_info(offset);
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glyph.color = data[offset + 3];
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glyph.uv_rect = data[offset + 4];
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return glyph;
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}
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struct TextRunGlyph {
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vec4 local_rect;
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vec4 uv_rect;
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};
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struct TextRun {
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PrimitiveInfo info;
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vec4 color;
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TextRunGlyph glyphs[WR_GLYPHS_PER_TEXT_RUN];
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};
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PrimitiveInfo fetch_text_run_glyph(int index, out vec4 color, out vec4 uv_rect) {
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int offset = 20 * (index / WR_GLYPHS_PER_TEXT_RUN);
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int glyph_index = index % WR_GLYPHS_PER_TEXT_RUN;
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int glyph_offset = offset + 4 + 2 * glyph_index;
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PrimitiveInfo info;
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info.layer_tile = data[offset + 0];
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info.local_clip_rect = data[offset + 1];
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info.local_rect = data[glyph_offset + 0];
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color = data[offset + 3];
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uv_rect = data[glyph_offset + 1];
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return info;
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}
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struct Image {
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PrimitiveInfo info;
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vec4 st_rect; // Location of the image texture in the texture atlas.
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vec4 stretch_size_and_tile_spacing; // Size of the actual image and amount of space between
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// tiled instances of this image.
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vec4 uvkind; // Type of texture coordinates.
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};
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Image fetch_image(int index) {
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Image image;
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int offset = index * 6;
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image.info = unpack_prim_info(offset);
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image.st_rect = data[offset + 3];
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image.stretch_size_and_tile_spacing = data[offset + 4];
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image.uvkind = data[offset + 5];
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return image;
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}
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struct ImageClip {
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PrimitiveInfo info;
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vec4 st_rect; // Location of the image texture in the texture atlas.
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vec4 stretch_size_and_tile_spacing; // Size of the actual image and amount of space between
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// tiled instances of this image.
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vec4 uvkind; // Type of texture coordinates.
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Clip clip;
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};
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ImageClip fetch_image_clip(int index) {
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ImageClip image;
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int offset = index * 15;
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image.info = unpack_prim_info(offset);
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image.st_rect = data[offset + 3];
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image.stretch_size_and_tile_spacing = data[offset + 4];
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image.uvkind = data[offset + 5];
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image.clip = unpack_clip(offset + 6);
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return image;
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}
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struct Border {
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PrimitiveInfo info;
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vec4 verticalColor;
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vec4 horizontalColor;
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vec4 radii;
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vec4 border_style_trbl;
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vec4 part;
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};
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Border fetch_border(int index) {
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Border border;
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int offset = index * 8;
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border.info = unpack_prim_info(offset);
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border.verticalColor = data[offset + 3];
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border.horizontalColor = data[offset + 4];
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border.radii = data[offset + 5];
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border.border_style_trbl = data[offset + 6];
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border.part = data[offset + 7];
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return border;
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}
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struct BoxShadow {
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PrimitiveInfo info;
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vec4 color;
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vec4 border_radii_blur_radius_inverted;
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vec4 bs_rect;
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vec4 src_rect;
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};
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BoxShadow fetch_boxshadow(int index) {
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BoxShadow bs;
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int offset = index * 7;
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bs.info = unpack_prim_info(offset);
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bs.color = data[offset + 3];
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bs.border_radii_blur_radius_inverted = data[offset + 4];
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bs.bs_rect = data[offset + 5];
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bs.src_rect = data[offset + 6];
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return bs;
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}
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struct AlignedGradient {
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PrimitiveInfo info;
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vec4 color0;
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vec4 color1;
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vec4 dir;
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Clip clip;
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};
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AlignedGradient fetch_aligned_gradient(int index) {
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AlignedGradient gradient;
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int offset = index * 15;
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gradient.info = unpack_prim_info(offset);
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gradient.color0 = data[offset + 3];
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gradient.color1 = data[offset + 4];
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gradient.dir = data[offset + 5];
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gradient.clip = unpack_clip(offset + 6);
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return gradient;
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}
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struct AngleGradient {
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PrimitiveInfo info;
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vec4 start_end_point;
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vec4 stop_count;
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vec4 colors[MAX_STOPS_PER_ANGLE_GRADIENT];
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vec4 offsets[MAX_STOPS_PER_ANGLE_GRADIENT/4];
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};
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AngleGradient fetch_angle_gradient(int index) {
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AngleGradient gradient;
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int offset = index * 15;
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gradient.info = unpack_prim_info(offset);
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gradient.start_end_point = data[offset + 3];
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gradient.stop_count = data[offset + 4];
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for (int i=0 ; i < MAX_STOPS_PER_ANGLE_GRADIENT ; ++i) {
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gradient.colors[i] = data[offset + 5 + i];
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}
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for (int i=0 ; i < MAX_STOPS_PER_ANGLE_GRADIENT/4 ; ++i) {
|
|
gradient.offsets[i] = data[offset + 5 + MAX_STOPS_PER_ANGLE_GRADIENT + i];
|
|
}
|
|
|
|
return gradient;
|
|
}
|
|
|
|
struct Blend {
|
|
vec4 src_id_target_id_opacity;
|
|
};
|
|
|
|
Blend fetch_blend(int index) {
|
|
Blend blend;
|
|
|
|
int offset = index * 1;
|
|
|
|
blend.src_id_target_id_opacity = data[offset + 0];
|
|
|
|
return blend;
|
|
}
|
|
|
|
struct Composite {
|
|
vec4 src0_src1_target_id;
|
|
vec4 info_amount;
|
|
};
|
|
|
|
Composite fetch_composite(int index) {
|
|
Composite composite;
|
|
|
|
int offset = index * 2;
|
|
|
|
composite.src0_src1_target_id = data[offset + 0];
|
|
composite.info_amount = data[offset + 1];
|
|
|
|
return composite;
|
|
}
|
|
#endif
|
|
|
|
#ifdef WR_FRAGMENT_SHADER
|
|
float squared_distance_from_rect(vec2 p, vec2 origin, vec2 size) {
|
|
vec2 clamped = clamp(p, origin, origin + size);
|
|
return distance(clamped, p);
|
|
}
|
|
|
|
vec2 init_transform_fs(vec3 local_pos, vec4 local_rect, out float fragment_alpha) {
|
|
fragment_alpha = 1.0;
|
|
vec2 pos = local_pos.xy / local_pos.z;
|
|
|
|
float squared_distance = squared_distance_from_rect(pos, local_rect.xy, local_rect.zw);
|
|
if (squared_distance != 0.0) {
|
|
float delta = length(fwidth(local_pos.xy));
|
|
fragment_alpha = smoothstep(1.0, 0.0, squared_distance / delta * 2.0);
|
|
}
|
|
|
|
return pos;
|
|
}
|
|
#endif
|