/* 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/. */ flat varying highp vec4 vTransformBounds; #ifdef WR_VERTEX_SHADER #define VECS_PER_TRANSFORM 8U uniform HIGHP_SAMPLER_FLOAT sampler2D sTransformPalette; void rectangle_aa_vertex(vec4 local_bounds) { vTransformBounds = local_bounds; } struct Transform { mat4 m; mat4 inv_m; bool is_axis_aligned; }; Transform fetch_transform(int id) { Transform transform; transform.is_axis_aligned = (id >> 23) == 0; int index = id & 0x007fffff; // Create a UV base coord for each 8 texels. // This is required because trying to use an offset // of more than 8 texels doesn't work on some versions // of macOS. ivec2 uv = get_fetch_uv(index, VECS_PER_TRANSFORM); ivec2 uv0 = ivec2(uv.x + 0, uv.y); transform.m[0] = TEXEL_FETCH(sTransformPalette, uv0, 0, ivec2(0, 0)); transform.m[1] = TEXEL_FETCH(sTransformPalette, uv0, 0, ivec2(1, 0)); transform.m[2] = TEXEL_FETCH(sTransformPalette, uv0, 0, ivec2(2, 0)); transform.m[3] = TEXEL_FETCH(sTransformPalette, uv0, 0, ivec2(3, 0)); transform.inv_m[0] = TEXEL_FETCH(sTransformPalette, uv0, 0, ivec2(4, 0)); transform.inv_m[1] = TEXEL_FETCH(sTransformPalette, uv0, 0, ivec2(5, 0)); transform.inv_m[2] = TEXEL_FETCH(sTransformPalette, uv0, 0, ivec2(6, 0)); transform.inv_m[3] = TEXEL_FETCH(sTransformPalette, uv0, 0, ivec2(7, 0)); return transform; } // Return the intersection of the plane (set up by "normal" and "point") // with the ray (set up by "ray_origin" and "ray_dir"), // writing the resulting scaler into "t". bool ray_plane(vec3 normal, vec3 pt, vec3 ray_origin, vec3 ray_dir, out float t) { float denom = dot(normal, ray_dir); if (abs(denom) > 1e-6) { vec3 d = pt - ray_origin; t = dot(d, normal) / denom; return t >= 0.0; } return false; } // Apply the inverse transform "inv_transform" // to the reference point "ref" in CSS space, // producing a local point on a Transform plane, // set by a base point "a" and a normal "n". vec4 untransform(vec2 ref, vec3 n, vec3 a, mat4 inv_transform) { vec3 p = vec3(ref, -10000.0); vec3 d = vec3(0, 0, 1.0); float t = 0.0; // get an intersection of the Transform plane with Z axis vector, // originated from the "ref" point ray_plane(n, a, p, d, t); float z = p.z + d.z * t; // Z of the visible point on the Transform vec4 r = inv_transform * vec4(ref, z, 1.0); return r; } // Given a CSS space position, transform it back into the Transform space. vec4 get_node_pos(vec2 pos, Transform transform) { // get a point on the scroll node plane vec4 ah = transform.m * vec4(0.0, 0.0, 0.0, 1.0); vec3 a = ah.xyz / ah.w; // get the normal to the scroll node plane vec3 n = transpose(mat3(transform.inv_m)) * vec3(0.0, 0.0, 1.0); return untransform(pos, n, a, transform.inv_m); } #endif //WR_VERTEX_SHADER #ifdef WR_FRAGMENT_SHADER // Assume transform bounds are set to a large scale to signal they are invalid. bool has_valid_transform_bounds() { return vTransformBounds.w < 1.0e15; } float rectangle_aa_fragment(vec2 local_pos) { // Ideally we want to track distances in screen space after transformation // as signed distance calculations lose context about the direction vector // to exit the geometry, merely remembering the minimum distance to the // exit. However, we can't always sanely track distances in screen space // due to perspective transforms, clipping, and other concerns, so we do // this in local space. However, this causes problems tracking distances // in local space when attempting to scale by a uniform AA range later in // the presence of a transform which actually has non-uniform scaling. // // To work around this, we independently track the distances on the local // space X and Y axes and then scale them by the independent AA ranges (as // computed from fwidth derivatives) for the X and Y axes. This can break // down at certain angles (45 degrees or close to it), but still gives a // better approximation of screen-space distances in the presence of non- // uniform scaling for other rotations. // // Get signed distance from local rect bounds. vec2 d = signed_distance_rect_xy( local_pos, vTransformBounds.xy, vTransformBounds.zw ); // Find the appropriate distance to apply the AA smoothstep over. vec2 aa_range = compute_aa_range_xy(local_pos); // Only apply AA to fragments outside the signed distance field. return distance_aa_xy(aa_range, d); } float rectangle_aa_rough_fragment(vec2 local_pos) { return point_inside_rect( local_pos, vTransformBounds.xy, vTransformBounds.zw ); } #endif //WR_FRAGMENT_SHADER