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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!
193 lines
4.8 KiB
GLSL
193 lines
4.8 KiB
GLSL
/* 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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vec3 Multiply(vec3 Cb, vec3 Cs) {
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return Cb * Cs;
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}
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vec3 Screen(vec3 Cb, vec3 Cs) {
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return Cb + Cs - (Cb * Cs);
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}
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vec3 HardLight(vec3 Cb, vec3 Cs) {
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vec3 m = Multiply(Cb, 2.0 * Cs);
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vec3 s = Screen(Cb, 2.0 * Cs - 1.0);
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vec3 edge = vec3(0.5, 0.5, 0.5);
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return mix(m, s, step(edge, Cs));
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}
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// TODO: Worth doing with mix/step? Check GLSL output.
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float ColorDodge(float Cb, float Cs) {
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if (Cb == 0.0)
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return 0.0;
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else if (Cs == 1.0)
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return 1.0;
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else
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return min(1.0, Cb / (1.0 - Cs));
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}
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// TODO: Worth doing with mix/step? Check GLSL output.
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float ColorBurn(float Cb, float Cs) {
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if (Cb == 1.0)
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return 1.0;
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else if (Cs == 0.0)
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return 0.0;
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else
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return 1.0 - min(1.0, (1.0 - Cb) / Cs);
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}
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float SoftLight(float Cb, float Cs) {
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if (Cs <= 0.5) {
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return Cb - (1.0 - 2.0 * Cs) * Cb * (1.0 - Cb);
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} else {
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float D;
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if (Cb <= 0.25)
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D = ((16.0 * Cb - 12.0) * Cb + 4.0) * Cb;
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else
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D = sqrt(Cb);
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return Cb + (2.0 * Cs - 1.0) * (D - Cb);
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}
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}
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vec3 Difference(vec3 Cb, vec3 Cs) {
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return abs(Cb - Cs);
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}
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vec3 Exclusion(vec3 Cb, vec3 Cs) {
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return Cb + Cs - 2.0 * Cb * Cs;
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}
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// These functions below are taken from the spec.
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// There's probably a much quicker way to implement
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// them in GLSL...
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float Sat(vec3 c) {
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return max(c.r, max(c.g, c.b)) - min(c.r, min(c.g, c.b));
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}
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float Lum(vec3 c) {
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vec3 f = vec3(0.3, 0.59, 0.11);
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return dot(c, f);
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}
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vec3 ClipColor(vec3 C) {
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float L = Lum(C);
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float n = min(C.r, min(C.g, C.b));
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float x = max(C.r, max(C.g, C.b));
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if (n < 0.0)
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C = L + (((C - L) * L) / (L - n));
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if (x > 1.0)
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C = L + (((C - L) * (1.0 - L)) / (x - L));
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return C;
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}
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vec3 SetLum(vec3 C, float l) {
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float d = l - Lum(C);
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return ClipColor(C + d);
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}
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void SetSatInner(inout float Cmin, inout float Cmid, inout float Cmax, float s) {
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if (Cmax > Cmin) {
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Cmid = (((Cmid - Cmin) * s) / (Cmax - Cmin));
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Cmax = s;
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} else {
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Cmid = 0.0;
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Cmax = 0.0;
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}
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Cmin = 0.0;
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}
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vec3 SetSat(vec3 C, float s) {
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if (C.r <= C.g) {
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if (C.g <= C.b) {
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SetSatInner(C.r, C.g, C.b, s);
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} else {
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if (C.r <= C.b) {
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SetSatInner(C.r, C.b, C.g, s);
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} else {
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SetSatInner(C.b, C.r, C.g, s);
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}
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}
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} else {
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if (C.r <= C.b) {
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SetSatInner(C.g, C.r, C.b, s);
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} else {
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if (C.g <= C.b) {
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SetSatInner(C.g, C.b, C.r, s);
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} else {
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SetSatInner(C.b, C.g, C.r, s);
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}
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}
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}
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return C;
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}
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vec3 Hue(vec3 Cb, vec3 Cs) {
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return SetLum(SetSat(Cs, Sat(Cb)), Lum(Cb));
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}
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vec3 Saturation(vec3 Cb, vec3 Cs) {
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return SetLum(SetSat(Cb, Sat(Cs)), Lum(Cb));
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}
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vec3 Color(vec3 Cb, vec3 Cs) {
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return SetLum(Cs, Lum(Cb));
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}
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vec3 Luminosity(vec3 Cb, vec3 Cs) {
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return SetLum(Cb, Lum(Cs));
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}
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void main(void)
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{
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vec3 Cs = Texture(sDiffuse, vColorTexCoord).xyz;
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vec3 Cb = Texture(sMask, vMaskTexCoord).xyz;
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// TODO: Relies on the ordering of MixBlendMode enum!
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// TODO: May be best to have separate shaders (esp. on Tegra)
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int blend_mode = int(uBlendParams.x);
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// Return yellow if none of the branches match (shouldn't happen).
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vec3 result = vec3(1.0, 1.0, 0.0);
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if (blend_mode == 2) {
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result = Screen(Cb, Cs);
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} else if (blend_mode == 3) {
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result = HardLight(Cs, Cb); // Overlay is inverse of Hardlight
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} else if (blend_mode == 6) {
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result.r = ColorDodge(Cb.r, Cs.r);
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result.g = ColorDodge(Cb.g, Cs.g);
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result.b = ColorDodge(Cb.b, Cs.b);
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} else if (blend_mode == 7) {
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result.r = ColorBurn(Cb.r, Cs.r);
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result.g = ColorBurn(Cb.g, Cs.g);
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result.b = ColorBurn(Cb.b, Cs.b);
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} else if (blend_mode == 8) {
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result = HardLight(Cb, Cs);
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} else if (blend_mode == 9) {
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result.r = SoftLight(Cb.r, Cs.r);
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result.g = SoftLight(Cb.g, Cs.g);
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result.b = SoftLight(Cb.b, Cs.b);
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} else if (blend_mode == 10) {
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result = Difference(Cb, Cs);
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} else if (blend_mode == 11) {
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result = Exclusion(Cb, Cs);
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} else if (blend_mode == 12) {
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result = Hue(Cb, Cs);
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} else if (blend_mode == 13) {
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result = Saturation(Cb, Cs);
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} else if (blend_mode == 14) {
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result = Color(Cb, Cs);
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} else if (blend_mode == 15) {
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result = Luminosity(Cb, Cs);
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}
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// TODO: Handle output alpha correctly.
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SetFragColor(vec4(result, 1.0));
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}
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