Bug 1857841 - pt 3. Add a new page kind named "fresh" r=glandium
[gecko.git] / gfx / wr / webrender / res / brush_opacity.glsl
blobcaef83304abb349007ef8137c9a60be40b7e8639
1 /* This Source Code Form is subject to the terms of the Mozilla Public
2  * License, v. 2.0. If a copy of the MPL was not distributed with this
3  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
5 #define VECS_PER_SPECIFIC_BRUSH 3
6 #define WR_FEATURE_TEXTURE_2D
8 #include shared,prim_shared,brush
10 // Interpolated UV coordinates to sample.
11 varying highp vec2 v_uv;
13 // Normalized bounds of the source image in the texture, adjusted to avoid
14 // sampling artifacts.
15 flat varying highp vec4 v_uv_sample_bounds;
17 flat varying mediump vec2 v_opacity_perspective_vec;
18 #define v_opacity v_opacity_perspective_vec.x
19 // Flag to allow perspective interpolation of UV.
20 #define v_perspective v_opacity_perspective_vec.y
22 #ifdef WR_VERTEX_SHADER
23 void brush_vs(
24     VertexInfo vi,
25     int prim_address,
26     RectWithEndpoint local_rect,
27     RectWithEndpoint segment_rect,
28     ivec4 prim_user_data,
29     int specific_resource_address,
30     mat4 transform,
31     PictureTask pic_task,
32     int brush_flags,
33     vec4 unused
34 ) {
35     ImageSource res = fetch_image_source(prim_user_data.x);
36     vec2 uv0 = res.uv_rect.p0;
37     vec2 uv1 = res.uv_rect.p1;
39     vec2 texture_size = vec2(TEX_SIZE(sColor0).xy);
40     vec2 f = (vi.local_pos - local_rect.p0) / rect_size(local_rect);
41     f = get_image_quad_uv(prim_user_data.x, f);
42     vec2 uv = mix(uv0, uv1, f);
43     float perspective_interpolate = (brush_flags & BRUSH_FLAG_PERSPECTIVE_INTERPOLATION) != 0 ? 1.0 : 0.0;
45     v_uv = uv / texture_size * mix(vi.world_pos.w, 1.0, perspective_interpolate);
46     v_perspective = perspective_interpolate;
48     v_uv_sample_bounds = vec4(uv0 + vec2(0.5), uv1 - vec2(0.5)) / texture_size.xyxy;
50     v_opacity = clamp(float(prim_user_data.y) / 65536.0, 0.0, 1.0);
52 #endif
54 #ifdef WR_FRAGMENT_SHADER
55 Fragment brush_fs() {
56     float perspective_divisor = mix(gl_FragCoord.w, 1.0, v_perspective);
57     vec2 uv = v_uv * perspective_divisor;
58     // Clamp the uvs to avoid sampling artifacts.
59     uv = clamp(uv, v_uv_sample_bounds.xy, v_uv_sample_bounds.zw);
61     // No need to un-premultiply since we'll only apply a factor to the alpha.
62     vec4 color = texture(sColor0, uv);
64     float alpha = v_opacity;
66     #ifdef WR_FEATURE_ALPHA_PASS
67         alpha *= antialias_brush();
68     #endif
70     // Pre-multiply the contribution of the opacity factor.
71     return Fragment(alpha * color);
74 #if defined(SWGL_DRAW_SPAN) && !defined(WR_FEATURE_DUAL_SOURCE_BLENDING)
75 void swgl_drawSpanRGBA8() {
76     float perspective_divisor = mix(swgl_forceScalar(gl_FragCoord.w), 1.0, v_perspective);
77     vec2 uv = v_uv * perspective_divisor;
79     swgl_commitTextureLinearColorRGBA8(sColor0, uv, v_uv_sample_bounds, v_opacity);
81 #endif
83 #endif