/* 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 // Start radius. Packed in to a vector to work around bug 1630356. flat varying highp vec2 v_start_radius; varying highp vec2 v_pos; struct RadialGradient { vec2 center; vec2 scale; float start_radius; float end_radius; float xy_ratio; // 1.0 if the gradient should be repeated, 0.0 otherwise. float repeat; }; RadialGradient fetch_radial_gradient(int address) { vec4[2] data = fetch_from_gpu_buffer_2f(address); return RadialGradient( data[0].xy, data[0].zw, data[1].x, data[1].y, data[1].z, data[1].w ); } #ifdef WR_VERTEX_SHADER void pattern_vertex(PrimitiveInfo info) { RadialGradient gradient = fetch_radial_gradient(info.pattern_input.x); v_gradient_address.x = info.pattern_input.y; // Store 1/rd where rd = end_radius - start_radius // If rd = 0, we can't get its reciprocal. Instead, just use a zero scale. float rd = gradient.end_radius - gradient.start_radius; float radius_scale = rd != 0.0 ? 1.0 / rd : 0.0; v_start_radius.x = gradient.start_radius * radius_scale; // Transform all coordinates by the y scale so the // fragment shader can work with circles // v_pos is in a coordinate space relative to the task rect // (so it is independent of the task origin). v_pos = ((info.local_pos - info.local_prim_rect.p0) * gradient.scale - gradient.center) * radius_scale; v_pos.y *= gradient.xy_ratio; v_gradient_repeat.x = gradient.repeat; } #endif #ifdef WR_FRAGMENT_SHADER vec4 pattern_fragment(vec4 color) { // Solve for t in length(pd) = v_start_radius + t * rd float offset = length(v_pos) - v_start_radius.x; color *= sample_gradient(offset); return color; } #if defined(SWGL_DRAW_SPAN) void swgl_drawSpanRGBA8() { int address = swgl_validateGradient(sGpuBufferF, get_gpu_buffer_uv(v_gradient_address.x), int(GRADIENT_ENTRIES + 2.0)); if (address < 0) { return; } swgl_commitRadialGradientRGBA8(sGpuBufferF, address, GRADIENT_ENTRIES, v_gradient_repeat.x != 0.0, v_pos, v_start_radius.x); } #endif #endif