/* 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 solid colors or simple images in a color or alpha target. #include ps_quad,sample_color0 #define v_flags_textured v_flags.x #ifdef WR_VERTEX_SHADER void pattern_vertex(PrimitiveInfo info) { // Note: Since the uv rect is passed via segments, This shader cannot sample from a // texture if no segments are provided if (info.segment.uv_rect.p0 != info.segment.uv_rect.p1) { // Textured v_flags_textured = 1; // TODO: Ideally we would unconditionally modulate the texture with the provided // base color, however we are currently getting glitches on Adreno GPUs on Windows // if the base color is set to white for composite primitives. While we figure this // out, v_color is forced to white here in the textured case, which restores the // behavior from before the patch that introduced the glitches. // See comment in `add_composite_prim`. v_color = vec4(1.0); vec2 f = (info.local_pos - info.segment.rect.p0) / rect_size(info.segment.rect); vs_init_sample_color0(f, info.segment.uv_rect); } else { // Solid color v_flags_textured = 0; } } #endif #ifdef WR_FRAGMENT_SHADER vec4 pattern_fragment(vec4 color) { if (v_flags_textured != 0) { vec4 texel = fs_sample_color0(); color *= texel; } return color; } #if defined(SWGL_DRAW_SPAN) void swgl_drawSpanRGBA8() { if (v_flags_textured != 0) { if (v_flags_is_mask != 0) { // Fall back to fragment shader as we don't specialize for mask yet. Perhaps // we can use an existing swgl commit or add a new one though? } else { swgl_commitTextureLinearColorRGBA8(sColor0, v_uv0, v_uv0_sample_bounds, v_color); } } else { swgl_commitSolidRGBA8(v_color); } } #endif #endif