/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #define VECS_PER_MIX_BLEND_BRUSH 3 #define VECS_PER_SPECIFIC_BRUSH VECS_PER_MIX_BLEND_BRUSH #define WR_BRUSH_VS_FUNCTION mix_blend_brush_vs #define WR_BRUSH_FS_FUNCTION mix_blend_brush_fs #include shared,prim_shared,brush #define V_SRC_UV varying_vec4_0.xy #define V_SRC_LAYER varying_vec4_0.w #define V_BACKDROP_UV varying_vec4_1.xy #define V_BACKDROP_LAYER varying_vec4_1.w #define V_OP flat_varying_ivec4_0.x #ifdef WR_VERTEX_SHADER void mix_blend_brush_vs( VertexInfo vi, int prim_address, RectWithSize local_rect, RectWithSize segment_rect, ivec4 prim_user_data, int specific_resource_address, mat4 transform, PictureTask pic_task, int brush_flags, vec4 unused ) { //Note: this is unsafe for `vi.world_pos.w <= 0.0` vec2 device_pos = vi.world_pos.xy * pic_task.device_pixel_scale / max(0.0, vi.world_pos.w); vec2 texture_size = vec2(textureSize(sPrevPassColor, 0)); V_OP = prim_user_data.x; PictureTask src_task = fetch_picture_task(prim_user_data.z); vec2 src_uv = device_pos + src_task.common_data.task_rect.p0 - src_task.content_origin; V_SRC_UV = src_uv / texture_size; V_SRC_LAYER = src_task.common_data.texture_layer_index; RenderTaskCommonData backdrop_task = fetch_render_task_common_data(prim_user_data.y); vec2 backdrop_uv = device_pos + backdrop_task.task_rect.p0 - src_task.content_origin; V_BACKDROP_UV = backdrop_uv / texture_size; V_BACKDROP_LAYER = backdrop_task.texture_layer_index; } #endif #ifdef WR_FRAGMENT_SHADER vec3 Multiply(vec3 Cb, vec3 Cs) { return Cb * Cs; } vec3 Screen(vec3 Cb, vec3 Cs) { return Cb + Cs - (Cb * Cs); } vec3 HardLight(vec3 Cb, vec3 Cs) { vec3 m = Multiply(Cb, 2.0 * Cs); vec3 s = Screen(Cb, 2.0 * Cs - 1.0); vec3 edge = vec3(0.5, 0.5, 0.5); return mix(m, s, step(edge, Cs)); } // TODO: Worth doing with mix/step? Check GLSL output. float ColorDodge(float Cb, float Cs) { if (Cb == 0.0) return 0.0; else if (Cs == 1.0) return 1.0; else return min(1.0, Cb / (1.0 - Cs)); } // TODO: Worth doing with mix/step? Check GLSL output. float ColorBurn(float Cb, float Cs) { if (Cb == 1.0) return 1.0; else if (Cs == 0.0) return 0.0; else return 1.0 - min(1.0, (1.0 - Cb) / Cs); } float SoftLight(float Cb, float Cs) { if (Cs <= 0.5) { return Cb - (1.0 - 2.0 * Cs) * Cb * (1.0 - Cb); } else { float D; if (Cb <= 0.25) D = ((16.0 * Cb - 12.0) * Cb + 4.0) * Cb; else D = sqrt(Cb); return Cb + (2.0 * Cs - 1.0) * (D - Cb); } } vec3 Difference(vec3 Cb, vec3 Cs) { return abs(Cb - Cs); } vec3 Exclusion(vec3 Cb, vec3 Cs) { return Cb + Cs - 2.0 * Cb * Cs; } // These functions below are taken from the spec. // There's probably a much quicker way to implement // them in GLSL... float Sat(vec3 c) { return max(c.r, max(c.g, c.b)) - min(c.r, min(c.g, c.b)); } float Lum(vec3 c) { vec3 f = vec3(0.3, 0.59, 0.11); return dot(c, f); } vec3 ClipColor(vec3 C) { float L = Lum(C); float n = min(C.r, min(C.g, C.b)); float x = max(C.r, max(C.g, C.b)); if (n < 0.0) C = L + (((C - L) * L) / (L - n)); if (x > 1.0) C = L + (((C - L) * (1.0 - L)) / (x - L)); return C; } vec3 SetLum(vec3 C, float l) { float d = l - Lum(C); return ClipColor(C + d); } void SetSatInner(inout float Cmin, inout float Cmid, inout float Cmax, float s) { if (Cmax > Cmin) { Cmid = (((Cmid - Cmin) * s) / (Cmax - Cmin)); Cmax = s; } else { Cmid = 0.0; Cmax = 0.0; } Cmin = 0.0; } vec3 SetSat(vec3 C, float s) { if (C.r <= C.g) { if (C.g <= C.b) { SetSatInner(C.r, C.g, C.b, s); } else { if (C.r <= C.b) { SetSatInner(C.r, C.b, C.g, s); } else { SetSatInner(C.b, C.r, C.g, s); } } } else { if (C.r <= C.b) { SetSatInner(C.g, C.r, C.b, s); } else { if (C.g <= C.b) { SetSatInner(C.g, C.b, C.r, s); } else { SetSatInner(C.b, C.g, C.r, s); } } } return C; } vec3 Hue(vec3 Cb, vec3 Cs) { return SetLum(SetSat(Cs, Sat(Cb)), Lum(Cb)); } vec3 Saturation(vec3 Cb, vec3 Cs) { return SetLum(SetSat(Cb, Sat(Cs)), Lum(Cb)); } vec3 Color(vec3 Cb, vec3 Cs) { return SetLum(Cs, Lum(Cb)); } vec3 Luminosity(vec3 Cb, vec3 Cs) { return SetLum(Cb, Lum(Cs)); } const int MixBlendMode_Multiply = 1; const int MixBlendMode_Screen = 2; const int MixBlendMode_Overlay = 3; const int MixBlendMode_Darken = 4; const int MixBlendMode_Lighten = 5; const int MixBlendMode_ColorDodge = 6; const int MixBlendMode_ColorBurn = 7; const int MixBlendMode_HardLight = 8; const int MixBlendMode_SoftLight = 9; const int MixBlendMode_Difference = 10; const int MixBlendMode_Exclusion = 11; const int MixBlendMode_Hue = 12; const int MixBlendMode_Saturation = 13; const int MixBlendMode_Color = 14; const int MixBlendMode_Luminosity = 15; Fragment mix_blend_brush_fs() { vec4 Cb = textureLod(sPrevPassColor, vec3(V_BACKDROP_UV, V_BACKDROP_LAYER), 0.0); vec4 Cs = textureLod(sPrevPassColor, vec3(V_SRC_UV, V_SRC_LAYER), 0.0); // The mix-blend-mode functions assume no premultiplied alpha if (Cb.a != 0.0) { Cb.rgb /= Cb.a; } if (Cs.a != 0.0) { Cs.rgb /= Cs.a; } // Return yellow if none of the branches match (shouldn't happen). vec4 result = vec4(1.0, 1.0, 0.0, 1.0); switch (V_OP) { case MixBlendMode_Multiply: result.rgb = Multiply(Cb.rgb, Cs.rgb); break; case MixBlendMode_Screen: result.rgb = Screen(Cb.rgb, Cs.rgb); break; case MixBlendMode_Overlay: // Overlay is inverse of Hardlight result.rgb = HardLight(Cs.rgb, Cb.rgb); break; case MixBlendMode_Darken: result.rgb = min(Cs.rgb, Cb.rgb); break; case MixBlendMode_Lighten: result.rgb = max(Cs.rgb, Cb.rgb); break; case MixBlendMode_ColorDodge: result.r = ColorDodge(Cb.r, Cs.r); result.g = ColorDodge(Cb.g, Cs.g); result.b = ColorDodge(Cb.b, Cs.b); break; case MixBlendMode_ColorBurn: result.r = ColorBurn(Cb.r, Cs.r); result.g = ColorBurn(Cb.g, Cs.g); result.b = ColorBurn(Cb.b, Cs.b); break; case MixBlendMode_HardLight: result.rgb = HardLight(Cb.rgb, Cs.rgb); break; case MixBlendMode_SoftLight: result.r = SoftLight(Cb.r, Cs.r); result.g = SoftLight(Cb.g, Cs.g); result.b = SoftLight(Cb.b, Cs.b); break; case MixBlendMode_Difference: result.rgb = Difference(Cb.rgb, Cs.rgb); break; case MixBlendMode_Exclusion: result.rgb = Exclusion(Cb.rgb, Cs.rgb); break; case MixBlendMode_Hue: result.rgb = Hue(Cb.rgb, Cs.rgb); break; case MixBlendMode_Saturation: result.rgb = Saturation(Cb.rgb, Cs.rgb); break; case MixBlendMode_Color: result.rgb = Color(Cb.rgb, Cs.rgb); break; case MixBlendMode_Luminosity: result.rgb = Luminosity(Cb.rgb, Cs.rgb); break; default: break; } result.rgb = (1.0 - Cb.a) * Cs.rgb + Cb.a * result.rgb; result.a = Cs.a; result.rgb *= result.a; return Fragment(result); } #endif // Undef macro names that could be re-defined by other shaders. #undef V_SRC_UV #undef V_SRC_LAYER #undef V_BACKDROP_UV #undef V_BACKDROP_LAYER #undef V_OP