/* 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 file provides the boilerplate for sampling from sColor0 with strict sample bounds. #include shared flat varying mediump vec4 v_uv0_sample_bounds; varying highp vec2 v_uv0; #ifdef WR_VERTEX_SHADER /// sample_pos is in 0..1 normalized coordinates /// uv_rect is in pixel. void vs_init_sample_color0(vec2 sample_pos, RectWithEndpoint uv_rect) { vec2 uv = mix(uv_rect.p0, uv_rect.p1, sample_pos); vec2 texture_size = vec2(TEX_SIZE(sColor0)); v_uv0 = uv / texture_size; v_uv0_sample_bounds = vec4( uv_rect.p0 + vec2(0.5), uv_rect.p1 - vec2(0.5) ) / texture_size.xyxy; } #endif #ifdef WR_FRAGMENT_SHADER /// The vertex shader must have called vs_init_sample_color0 vec4 fs_sample_color0() { vec2 uv = clamp(v_uv0, v_uv0_sample_bounds.xy, v_uv0_sample_bounds.zw); vec4 texel = TEX_SAMPLE(sColor0, uv); return texel; } #endif