/* 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/. */ /// This shader renders radial graidents in a color or alpha target. #include ps_quad,gradient #define PI 3.141592653589793 // x: start offset, y: offset scale, z: angle // Packed in to a vector to work around bug 1630356. flat varying highp vec3 v_start_offset_offset_scale_angle_vec; #define v_start_offset v_start_offset_offset_scale_angle_vec.x #define v_offset_scale v_start_offset_offset_scale_angle_vec.y #define v_angle v_start_offset_offset_scale_angle_vec.z varying highp vec2 v_dir; #ifdef WR_VERTEX_SHADER struct ConicGradient { vec2 center; vec2 scale; float start_offset; float end_offset; float angle; // 1.0 if the gradient should be repeated, 0.0 otherwise. float repeat; }; ConicGradient fetch_conic_gradient(int address) { vec4[2] data = fetch_from_gpu_buffer_2f(address); return ConicGradient( data[0].xy, data[0].zw, data[1].x, data[1].y, data[1].z, data[1].w ); } void pattern_vertex(PrimitiveInfo info) { ConicGradient gradient = fetch_conic_gradient(info.pattern_input.x); v_gradient_address.x = info.pattern_input.y; v_gradient_repeat.x = gradient.repeat; // Store 1/d where d = end_offset - start_offset // If d = 0, we can't get its reciprocal. Instead, just use a zero scale. float d = gradient.end_offset - gradient.start_offset; v_offset_scale = d != 0.0 ? 1.0 / d : 0.0; v_angle = PI / 2.0 - gradient.angle; v_start_offset = gradient.start_offset * v_offset_scale; v_dir = ((info.local_pos - info.local_prim_rect.p0) * gradient.scale - gradient.center); } #endif #ifdef WR_FRAGMENT_SHADER // From https://math.stackexchange.com/questions/1098487/atan2-faster-approximation float approx_atan2(float y, float x) { vec2 a = abs(vec2(x, y)); float slope = min(a.x, a.y) / max(a.x, a.y); float s2 = slope * slope; float r = ((-0.0464964749 * s2 + 0.15931422) * s2 - 0.327622764) * s2 * slope + slope; r = if_then_else(float(a.y > a.x), 1.57079637 - r, r); r = if_then_else(float(x < 0.0), 3.14159274 - r, r); // To match atan2's behavior, -0.0 should count as negative and flip the sign of r. // Does this matter in practice in the context of conic gradients? r = r * sign(y); return r; } vec4 pattern_fragment(vec4 color) { // Use inverse trig to find the angle offset from the relative position. vec2 current_dir = v_dir; float current_angle = approx_atan2(current_dir.y, current_dir.x) + v_angle; float offset = fract(current_angle / (2.0 * PI)) * v_offset_scale - v_start_offset; color *= sample_gradient(offset); return color; } #endif