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/* 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
#define VECS_PER_SPECIFIC_BRUSH 3
#define WR_FEATURE_TEXTURE_2D
#include shared,prim_shared,brush,blend
// Interpolated UV coordinates to sample.
varying highp vec2 v_uv;
// Normalized bounds of the source image in the texture, adjusted to avoid
// sampling artifacts.
flat varying highp vec4 v_uv_sample_bounds;
// x: Flag to allow perspective interpolation of UV.
// y: Filter-dependent "amount" parameter.
flat varying mediump vec2 v_perspective_amount;
#define v_perspective v_perspective_amount.x
#define v_amount v_perspective_amount.y
// x: Blend op, y: Lookup table GPU cache address.
// Must be explicitly marked as highp, as the default integer precision in
// fragment shaders is mediump which may only be 16 bits in ESSL 3, and GPU
// cache address can exceed that maximum representable value.
flat varying highp ivec2 v_op_table_address_vec;
#define v_op v_op_table_address_vec.x
#define v_table_address v_op_table_address_vec.y
// We must keep this as highp as we encoutered shader compilation crashes on
// Mali-T devices when mediump.
flat varying highp mat4 v_color_mat;
// The function to use for each component of a component transfer filter. Using a int[4]
// or ivec4 (with each element or component containing the function for each component) has
// ran in to bugs 1695912 and 1731758, so instead use a vec4 and cast the values to/from floats.
flat varying mediump vec4 v_funcs;
flat varying mediump vec4 v_color_offset;
#ifdef WR_VERTEX_SHADER
void brush_vs(
VertexInfo vi,
int prim_address,
RectWithEndpoint local_rect,
RectWithEndpoint segment_rect,
ivec4 prim_user_data,
int specific_resource_address,
mat4 transform,
PictureTask pic_task,
int brush_flags,
vec4 unused
) {
ImageSource res = fetch_image_source(prim_user_data.x);
vec2 uv0 = res.uv_rect.p0;
vec2 uv1 = res.uv_rect.p1;
vec2 inv_texture_size = vec2(1.0) / vec2(TEX_SIZE(sColor0).xy);
vec2 f = (vi.local_pos - local_rect.p0) / rect_size(local_rect);
f = get_image_quad_uv(prim_user_data.x, f);
vec2 uv = mix(uv0, uv1, f);
float perspective_interpolate = (brush_flags & BRUSH_FLAG_PERSPECTIVE_INTERPOLATION) != 0 ? 1.0 : 0.0;
v_uv = uv * inv_texture_size * mix(vi.world_pos.w, 1.0, perspective_interpolate);
v_perspective = perspective_interpolate;
v_uv_sample_bounds = vec4(uv0 + vec2(0.5), uv1 - vec2(0.5)) * inv_texture_size.xyxy;
float amount = float(prim_user_data.z) / 65536.0;
v_op = prim_user_data.y & 0xffff;
v_amount = amount;
v_funcs.r = float((prim_user_data.y >> 28) & 0xf);
v_funcs.g = float((prim_user_data.y >> 24) & 0xf);
v_funcs.b = float((prim_user_data.y >> 20) & 0xf);
v_funcs.a = float((prim_user_data.y >> 16) & 0xf);
SetupFilterParams(
v_op,
amount,
prim_user_data.z,
v_color_offset,
v_color_mat,
v_table_address
);
}
#endif
#ifdef WR_FRAGMENT_SHADER
Fragment brush_fs() {
float perspective_divisor = mix(gl_FragCoord.w, 1.0, v_perspective);
vec2 uv = v_uv * perspective_divisor;
// Clamp the uvs to avoid sampling artifacts.
uv = clamp(uv, v_uv_sample_bounds.xy, v_uv_sample_bounds.zw);
vec4 Cs = texture(sColor0, uv);
float alpha;
vec3 color;
CalculateFilter(
Cs,
v_op,
v_amount,
v_table_address,
v_color_offset,
v_color_mat,
v_funcs,
color,
alpha
);
#ifdef WR_FEATURE_ALPHA_PASS
alpha *= antialias_brush();
#endif
// Pre-multiply the alpha into the output value.
return Fragment(alpha * vec4(color, 1.0));
}
#endif