/* 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/. */ #include shared,ellipse #define DONT_MIX 0 #define MIX_AA 1 #define MIX_NO_AA 2 // For edges, the colors are the same. For corners, these // are the colors of each edge making up the corner. flat varying vec4 vColor0; flat varying vec4 vColor1; // A point + tangent defining the line where the edge // transition occurs. Used for corners only. flat varying vec4 vColorLine; // A boolean indicating that we should be mixing between edge colors. flat varying int vMixColors; // xy = Local space position of the clip center. // zw = Scale the rect origin by this to get the outer // corner from the segment rectangle. flat varying vec4 vClipCenter_Sign; // An outer and inner elliptical radii for border // corner clipping. flat varying vec4 vClipRadii; // Position, scale, and radii of horizontally and vertically adjacent corner clips. flat varying vec4 vHorizontalClipCenter_Sign; flat varying vec2 vHorizontalClipRadii; flat varying vec4 vVerticalClipCenter_Sign; flat varying vec2 vVerticalClipRadii; // Local space position varying vec2 vPos; #define SEGMENT_TOP_LEFT 0 #define SEGMENT_TOP_RIGHT 1 #define SEGMENT_BOTTOM_RIGHT 2 #define SEGMENT_BOTTOM_LEFT 3 #ifdef WR_VERTEX_SHADER in vec2 aTaskOrigin; in vec4 aRect; in vec4 aColor0; in vec4 aColor1; in int aFlags; in vec2 aWidths; in vec2 aRadii; in vec4 aClipParams1; in vec4 aClipParams2; vec2 get_outer_corner_scale(int segment) { vec2 p; switch (segment) { case SEGMENT_TOP_LEFT: p = vec2(0.0, 0.0); break; case SEGMENT_TOP_RIGHT: p = vec2(1.0, 0.0); break; case SEGMENT_BOTTOM_RIGHT: p = vec2(1.0, 1.0); break; case SEGMENT_BOTTOM_LEFT: p = vec2(0.0, 1.0); break; default: // The result is only used for non-default segment cases p = vec2(0.0); break; } return p; } void main(void) { int segment = aFlags & 0xff; bool do_aa = ((aFlags >> 24) & 0xf0) != 0; vec2 outer_scale = get_outer_corner_scale(segment); vec2 outer = outer_scale * aRect.zw; vec2 clip_sign = 1.0 - 2.0 * outer_scale; int mix_colors; switch (segment) { case SEGMENT_TOP_LEFT: case SEGMENT_TOP_RIGHT: case SEGMENT_BOTTOM_RIGHT: case SEGMENT_BOTTOM_LEFT: { mix_colors = do_aa ? MIX_AA : MIX_NO_AA; break; } default: mix_colors = DONT_MIX; break; } vMixColors = mix_colors; vPos = aRect.zw * aPosition.xy; vColor0 = aColor0; vColor1 = aColor1; vClipCenter_Sign = vec4(outer + clip_sign * aRadii, clip_sign); vClipRadii = vec4(aRadii, max(aRadii - aWidths, 0.0)); vColorLine = vec4(outer, aWidths.y * -clip_sign.y, aWidths.x * clip_sign.x); vec2 horizontal_clip_sign = vec2(-clip_sign.x, clip_sign.y); vHorizontalClipCenter_Sign = vec4(aClipParams1.xy + horizontal_clip_sign * aClipParams1.zw, horizontal_clip_sign); vHorizontalClipRadii = aClipParams1.zw; vec2 vertical_clip_sign = vec2(clip_sign.x, -clip_sign.y); vVerticalClipCenter_Sign = vec4(aClipParams2.xy + vertical_clip_sign * aClipParams2.zw, vertical_clip_sign); vVerticalClipRadii = aClipParams2.zw; gl_Position = uTransform * vec4(aTaskOrigin + aRect.xy + vPos, 0.0, 1.0); } #endif #ifdef WR_FRAGMENT_SHADER void main(void) { float aa_range = compute_aa_range(vPos); bool do_aa = vMixColors != MIX_NO_AA; float mix_factor = 0.0; if (vMixColors != DONT_MIX) { float d_line = distance_to_line(vColorLine.xy, vColorLine.zw, vPos); if (do_aa) { mix_factor = distance_aa(aa_range, -d_line); } else { mix_factor = d_line + EPSILON >= 0. ? 1.0 : 0.0; } } // Check if inside main corner clip-region vec2 clip_relative_pos = vPos - vClipCenter_Sign.xy; bool in_clip_region = all(lessThan(vClipCenter_Sign.zw * clip_relative_pos, vec2(0.0))); float d = -1.0; if (in_clip_region) { float d_radii_a = distance_to_ellipse(clip_relative_pos, vClipRadii.xy, aa_range); float d_radii_b = distance_to_ellipse(clip_relative_pos, vClipRadii.zw, aa_range); d = max(d_radii_a, -d_radii_b); } // And again for horizontally-adjacent corner clip_relative_pos = vPos - vHorizontalClipCenter_Sign.xy; in_clip_region = all(lessThan(vHorizontalClipCenter_Sign.zw * clip_relative_pos, vec2(0.0))); if (in_clip_region) { float d_radii = distance_to_ellipse(clip_relative_pos, vHorizontalClipRadii.xy, aa_range); d = max(d_radii, d); } // And finally for vertically-adjacent corner clip_relative_pos = vPos - vVerticalClipCenter_Sign.xy; in_clip_region = all(lessThan(vVerticalClipCenter_Sign.zw * clip_relative_pos, vec2(0.0))); if (in_clip_region) { float d_radii = distance_to_ellipse(clip_relative_pos, vVerticalClipRadii.xy, aa_range); d = max(d_radii, d); } float alpha = do_aa ? distance_aa(aa_range, d) : 1.0; vec4 color = mix(vColor0, vColor1, mix_factor); oFragColor = color * alpha; } #endif