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32 lines
1.3 KiB
GLSL
32 lines
1.3 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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void main(void) {
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#ifdef WR_FEATURE_TRANSFORM
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float alpha = 1.f;
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vec2 local_pos = init_transform_fs(vLocalPos, vLocalRect, alpha);
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// We clamp the texture coordinate calculation here to the local rectangle boundaries,
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// which makes the edge of the texture stretch instead of repeat.
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vec2 relative_pos_in_rect =
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clamp(local_pos, vLocalRect.xy, vLocalRect.xy + vLocalRect.zw) - vLocalRect.xy;
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#else
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float alpha = 1.f;
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vec2 local_pos = vLocalPos;
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vec2 relative_pos_in_rect = vLocalPos - vLocalRect.xy;
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#endif
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alpha = min(alpha, do_clip(local_pos));
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// We calculate the particular tile this fragment belongs to, taking into
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// account the spacing in between tiles. We only paint if our fragment does
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// not fall into that spacing.
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vec2 position_in_tile = mod(relative_pos_in_rect, vStretchSize + vTileSpacing);
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vec2 st = vTextureOffset + ((position_in_tile / vStretchSize) * vTextureSize);
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alpha = alpha * float(all(bvec2(step(position_in_tile, vStretchSize))));
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oFragColor = texture(sColor0, st) * vec4(1, 1, 1, alpha);
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}
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