forked from mirrors/gecko-dev
79 lines
1.9 KiB
GLSL
79 lines
1.9 KiB
GLSL
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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/// This shader renders solid colors or simple images in a color or alpha target.
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#include ps_quad
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#ifndef SWGL_ANTIALIAS
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varying highp vec2 vLocalPos;
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#endif
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#ifdef WR_VERTEX_SHADER
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void main(void) {
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PrimitiveInfo info = ps_quad_main();
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#ifndef SWGL_ANTIALIAS
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RectWithEndpoint xf_bounds = RectWithEndpoint(
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max(info.local_prim_rect.p0, info.local_clip_rect.p0),
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min(info.local_prim_rect.p1, info.local_clip_rect.p1)
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);
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vTransformBounds = vec4(xf_bounds.p0, xf_bounds.p1);
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vLocalPos = info.local_pos;
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if (info.edge_flags == 0) {
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v_flags.x = 0;
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} else {
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v_flags.x = 1;
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}
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#endif
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if ((info.quad_flags & QF_SAMPLE_AS_MASK) != 0) {
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v_flags.z = 1;
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} else {
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v_flags.z = 0;
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}
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}
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#endif
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#ifdef WR_FRAGMENT_SHADER
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void main(void) {
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vec4 color = v_color;
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#ifndef SWGL_ANTIALIAS
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if (v_flags.x != 0) {
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float alpha = init_transform_fs(vLocalPos);
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color *= alpha;
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}
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#endif
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if (v_flags.y != 0) {
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vec2 uv = clamp(v_uv, v_uv_sample_bounds.xy, v_uv_sample_bounds.zw);
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vec4 texel = TEX_SAMPLE(sColor0, uv);
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if (v_flags.z != 0) {
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texel = texel.rrrr;
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}
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color *= texel;
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}
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oFragColor = color;
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}
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#if defined(SWGL_DRAW_SPAN)
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void swgl_drawSpanRGBA8() {
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if (v_flags.y != 0) {
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if (v_flags.z != 0) {
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// Fall back to fragment shader as we don't specialize for mask yet. Perhaps
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// we can use an existing swgl commit or add a new one though?
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} else {
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swgl_commitTextureLinearColorRGBA8(sColor0, v_uv, v_uv_sample_bounds, v_color);
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}
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} else {
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swgl_commitSolidRGBA8(v_color);
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}
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}
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#endif
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#endif
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