servo/resources/shaders/quad.fs.glsl
Glenn Watson c0531c312f 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!
2016-02-18 10:35:29 +10:00

38 lines
1.2 KiB
GLSL

/* 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/. */
// GLSL point in rect test.
// See: https://stackoverflow.com/questions/12751080/glsl-point-inside-box-test
bool PointInRect(vec2 p, vec2 p0, vec2 p1)
{
vec2 s = step(p0, p) - step(p1, p);
return s.x * s.y != 0.0;
}
void main(void)
{
// Clip out.
if (PointInRect(vPosition, vClipOutRect.xy, vClipOutRect.zw)) {
discard;
}
// Clip in.
if (!PointInRect(vPosition, vClipInRect.xy, vClipInRect.zw)) {
discard;
}
// Apply image tiling parameters (offset and scale) to color UVs.
vec2 colorTexCoord = vTileParams.xy + fract(vColorTexCoord.xy) * vTileParams.zw;
vec2 maskTexCoord = vMaskTexCoord.xy;
// Fetch the diffuse and mask texels.
vec4 diffuse = Texture(sDiffuse, colorTexCoord);
vec4 mask = Texture(sMask, maskTexCoord);
// Extract alpha from the mask (component depends on platform)
float alpha = GetAlphaFromMask(mask);
// Write the final fragment color.
SetFragColor(diffuse * vec4(vColor.rgb, vColor.a * alpha));
}