/* 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 #define LINE_STYLE_SOLID 0 #define LINE_STYLE_DOTTED 1 #define LINE_STYLE_DASHED 2 #define LINE_STYLE_WAVY 3 // Local space position varying vec2 vLocalPos; flat varying float vAxisSelect; flat varying int vStyle; flat varying vec4 vParams; #ifdef WR_VERTEX_SHADER #define LINE_ORIENTATION_VERTICAL 0 #define LINE_ORIENTATION_HORIZONTAL 1 in vec4 aTaskRect; in vec2 aLocalSize; in int aStyle; in int aOrientation; in float aWavyLineThickness; void main(void) { vec2 size; switch (aOrientation) { case LINE_ORIENTATION_HORIZONTAL: vAxisSelect = 0.0; size = aLocalSize; break; case LINE_ORIENTATION_VERTICAL: vAxisSelect = 1.0; size = aLocalSize.yx; break; default: vAxisSelect = 0.0; size = vec2(0.0); } vStyle = aStyle; switch (vStyle) { case LINE_STYLE_SOLID: { break; } case LINE_STYLE_DASHED: { vParams = vec4(size.x, // period 0.5 * size.x, // dash length 0.0, 0.0); break; } case LINE_STYLE_DOTTED: { float diameter = size.y; float period = diameter * 2.0; float center_line = 0.5 * size.y; vParams = vec4(period, diameter / 2.0, // radius center_line, 0.0); break; } case LINE_STYLE_WAVY: { // This logic copied from gecko to get the same results float line_thickness = max(aWavyLineThickness, 1.0); // Difference in height between peaks and troughs // (and since slopes are 45 degrees, the length of each slope) float slope_length = size.y - line_thickness; // Length of flat runs float flat_length = max((line_thickness - 1.0) * 2.0, 1.0); vParams = vec4(line_thickness / 2.0, slope_length, flat_length, size.y); break; } default: vParams = vec4(0.0); } vLocalPos = aPosition.xy * aLocalSize; gl_Position = uTransform * vec4(aTaskRect.xy + aTaskRect.zw * aPosition.xy, 0.0, 1.0); } #endif #ifdef WR_FRAGMENT_SHADER #define MAGIC_WAVY_LINE_AA_SNAP 0.5 void main(void) { // Find the appropriate distance to apply the step over. vec2 local_pos = vLocalPos; float aa_range = compute_aa_range(local_pos); float alpha = 1.0; // Select the x/y coord, depending on which axis this edge is. vec2 pos = mix(local_pos.xy, local_pos.yx, vAxisSelect); switch (vStyle) { case LINE_STYLE_SOLID: { break; } case LINE_STYLE_DASHED: { // Calculate dash alpha (on/off) based on dash length alpha = step(floor(pos.x + 0.5), vParams.y); break; } case LINE_STYLE_DOTTED: { // Get the dot alpha vec2 dot_relative_pos = pos - vParams.yz; float dot_distance = length(dot_relative_pos) - vParams.y; alpha = distance_aa(aa_range, dot_distance); break; } case LINE_STYLE_WAVY: { float half_line_thickness = vParams.x; float slope_length = vParams.y; float flat_length = vParams.z; float vertical_bounds = vParams.w; // Our pattern is just two slopes and two flats float half_period = slope_length + flat_length; float mid_height = vertical_bounds / 2.0; float peak_offset = mid_height - half_line_thickness; // Flip the wave every half period float flip = -2.0 * (step(mod(pos.x, 2.0 * half_period), half_period) - 0.5); // float flip = -1.0; peak_offset *= flip; float peak_height = mid_height + peak_offset; // Convert pos to a local position within one half period pos.x = mod(pos.x, half_period); // Compute signed distance to the 3 lines that make up an arc float dist1 = distance_to_line(vec2(0.0, peak_height), vec2(1.0, -flip), pos); float dist2 = distance_to_line(vec2(0.0, peak_height), vec2(0, -flip), pos); float dist3 = distance_to_line(vec2(flat_length, peak_height), vec2(-1.0, -flip), pos); float dist = abs(max(max(dist1, dist2), dist3)); // Apply AA based on the thickness of the wave alpha = distance_aa(aa_range, dist - half_line_thickness); // Disable AA for thin lines if (half_line_thickness <= 1.0) { alpha = 1.0 - step(alpha, MAGIC_WAVY_LINE_AA_SNAP); } break; } default: break; } oFragColor = vec4(alpha); } #endif