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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
// 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;
flat varying mediump vec2 v_opacity_perspective_vec;
#define v_opacity v_opacity_perspective_vec.x
// Flag to allow perspective interpolation of UV.
#define v_perspective v_opacity_perspective_vec.y
#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 texture_size = 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 / 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)) / texture_size.xyxy;
v_opacity = clamp(float(prim_user_data.y) / 65536.0, 0.0, 1.0);
}
#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);
// No need to un-premultiply since we'll only apply a factor to the alpha.
vec4 color = texture(sColor0, uv);
float alpha = v_opacity;
#ifdef WR_FEATURE_ALPHA_PASS
alpha *= antialias_brush();
#endif
// Pre-multiply the contribution of the opacity factor.
return Fragment(alpha * color);
}
#if defined(SWGL_DRAW_SPAN) && !defined(WR_FEATURE_DUAL_SOURCE_BLENDING)
void swgl_drawSpanRGBA8() {
float perspective_divisor = mix(swgl_forceScalar(gl_FragCoord.w), 1.0, v_perspective);
vec2 uv = v_uv * perspective_divisor;
swgl_commitTextureLinearColorRGBA8(sColor0, uv, v_uv_sample_bounds, v_opacity);
}
#endif
#endif