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38 lines
1.3 KiB
GLSL
38 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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struct AngleGradient {
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PrimitiveInfo info;
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vec4 start_end_point;
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uvec4 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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layout(std140) uniform Items {
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AngleGradient gradients[WR_MAX_PRIM_ITEMS];
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};
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void main(void) {
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AngleGradient gradient = gradients[gl_InstanceID];
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VertexInfo vi = write_vertex(gradient.info);
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vStopCount = int(gradient.stop_count.x);
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vPos = vi.local_clamped_pos;
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// Snap the start/end points to device pixel units.
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// I'm not sure this is entirely correct, but the
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// old render path does this, and it is needed to
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// make the angle gradient ref tests pass. It might
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// be better to fix this higher up in DL construction
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// and not snap here?
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vStartPoint = floor(0.5 + gradient.start_end_point.xy * uDevicePixelRatio) / uDevicePixelRatio;
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vEndPoint = floor(0.5 + gradient.start_end_point.zw * uDevicePixelRatio) / uDevicePixelRatio;
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for (int i=0 ; i < int(gradient.stop_count.x) ; ++i) {
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vColors[i] = gradient.colors[i];
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vOffsets[i] = gradient.offsets[i];
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}
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}
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