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65 lines
2.7 KiB
GLSL
65 lines
2.7 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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flat varying vec4 vClipRect;
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flat varying vec4 vClipRadius;
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flat varying vec4 vClipMaskUvRect;
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flat varying vec4 vClipMaskLocalRect;
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#ifdef WR_VERTEX_SHADER
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void write_clip(ClipData clip) {
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vClipRect = vec4(clip.rect.rect.xy, clip.rect.rect.xy + clip.rect.rect.zw);
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vClipRadius = vec4(clip.top_left.outer_inner_radius.x,
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clip.top_right.outer_inner_radius.x,
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clip.bottom_right.outer_inner_radius.x,
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clip.bottom_left.outer_inner_radius.x);
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//TODO: interpolate the final mask UV
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vec2 texture_size = textureSize(sMask, 0);
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vClipMaskUvRect = clip.mask_data.uv_rect / texture_size.xyxy;
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vClipMaskLocalRect = clip.mask_data.local_rect; //TODO: transform
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}
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#endif
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#ifdef WR_FRAGMENT_SHADER
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float do_clip(vec2 pos) {
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vec2 ref_tl = vClipRect.xy + vec2( vClipRadius.x, vClipRadius.x);
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vec2 ref_tr = vClipRect.zy + vec2(-vClipRadius.y, vClipRadius.y);
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vec2 ref_br = vClipRect.zw + vec2(-vClipRadius.z, -vClipRadius.z);
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vec2 ref_bl = vClipRect.xw + vec2( vClipRadius.w, -vClipRadius.w);
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float d_tl = distance(pos, ref_tl);
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float d_tr = distance(pos, ref_tr);
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float d_br = distance(pos, ref_br);
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float d_bl = distance(pos, ref_bl);
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float pixels_per_fragment = length(fwidth(pos.xy));
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float nudge = 0.5 * pixels_per_fragment;
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vec4 distances = vec4(d_tl, d_tr, d_br, d_bl) - vClipRadius + nudge;
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bvec4 is_out = bvec4(pos.x < ref_tl.x && pos.y < ref_tl.y,
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pos.x > ref_tr.x && pos.y < ref_tr.y,
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pos.x > ref_br.x && pos.y > ref_br.y,
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pos.x < ref_bl.x && pos.y > ref_bl.y);
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float distance_from_border = dot(vec4(is_out),
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max(vec4(0.0, 0.0, 0.0, 0.0), distances));
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// Move the distance back into pixels.
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distance_from_border /= pixels_per_fragment;
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// Apply a more gradual fade out to transparent.
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//distance_from_border -= 0.5;
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float border_alpha = 1.0 - smoothstep(0.0, 1.0, distance_from_border);
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bool repeat_mask = false; //TODO
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vec2 vMaskUv = (pos - vClipMaskLocalRect.xy) / vClipMaskLocalRect.zw;
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vec2 clamped_mask_uv = repeat_mask ? fract(vMaskUv) :
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clamp(vMaskUv, vec2(0.0, 0.0), vec2(1.0, 1.0));
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vec2 source_uv = clamped_mask_uv * vClipMaskUvRect.zw + vClipMaskUvRect.xy;
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float mask_alpha = texture(sMask, source_uv).r; //careful: texture has type A8
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return border_alpha * mask_alpha;
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}
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#endif
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