/* 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_mode v_flags.x // See constants in src/pattern/mod.rs. #define SHADER_MODE_COLOR 0 #define SHADER_MODE_TEXTURE 1 // Read only the input texture's alpha channel. #define SHADER_MODE_TEXTURE_ALPHA 2 #define MAP_TO_PRIMITIVE 0 #define MAP_TO_SEGMENT 1 #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.pattern_input.x != SHADER_MODE_COLOR) { // Textured (or alpha-only) RectWithEndpoint pattern_rect = info.local_prim_rect; if (info.pattern_input.y == MAP_TO_SEGMENT) { pattern_rect = info.segment.rect; } vec2 f = (info.local_pos - pattern_rect.p0) / rect_size(pattern_rect); vs_init_sample_color0(f, info.segment.uv_rect); } v_flags_mode = info.pattern_input.x; } #endif #ifdef WR_FRAGMENT_SHADER vec4 pattern_fragment(vec4 color) { if (v_flags_mode != SHADER_MODE_COLOR) { vec4 texel = fs_sample_color0(); if (v_flags_mode == SHADER_MODE_TEXTURE_ALPHA) { texel = vec4(texel.a); } color *= texel; } return color; } #if defined(SWGL_DRAW_SPAN) void swgl_drawSpanRGBA8() { if (v_flags_mode == SHADER_MODE_COLOR) { swgl_commitSolidRGBA8(v_color); return; } if (v_flags_mode == SHADER_MODE_TEXTURE_ALPHA) { return; } if (v_flags_is_mask != 0) { // The fragment path broadcasts the output's r channel to all channels // (output_color.rrrr in ps_quad.glsl). expand_mask in swgl produces the // same broadcast from an R8 sample, so the R8ToRGBA8 commits match the // mask semantics. RGBA8 + mask still falls back to the fragment shader // since no swgl commit broadcasts a single channel of an RGBA8 sample. if (swgl_isTextureR8(sColor0)) { if (v_color != vec4(1.0)) { swgl_commitTextureLinearColorR8ToRGBA8(sColor0, v_uv0, v_uv0_sample_bounds, v_color); } else { swgl_commitTextureLinearR8ToRGBA8(sColor0, v_uv0, v_uv0_sample_bounds); } } return; } if (!swgl_isTextureRGBA8(sColor0)) { return; } if (v_color != vec4(1.0)) { swgl_commitTextureColorRGBA8(sColor0, v_uv0, v_uv0_sample_bounds, v_color); } else { swgl_commitTextureRGBA8(sColor0, v_uv0, v_uv0_sample_bounds); } } #endif #endif