servo/resources/shaders/ps_angle_gradient.vs.glsl

32 lines
1.3 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 main(void) {
Primitive prim = load_primitive(gl_InstanceID);
Gradient gradient = fetch_gradient(prim.prim_index);
VertexInfo vi = write_vertex(prim.local_rect,
prim.local_clip_rect,
prim.layer,
prim.tile);
vStopCount = int(prim.user_data.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 < vStopCount ; ++i) {
GradientStop stop = fetch_gradient_stop(prim.sub_index + i);
vColors[i] = stop.color;
vOffsets[i/4][i%4] = stop.offset.x;
}
}