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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
#include shared,rect,render_task,gpu_cache,gpu_buffer,gradient
varying highp vec2 v_pos;
flat varying mediump vec2 v_scale_dir;
flat varying highp vec2 v_start_offset;
#ifdef WR_VERTEX_SHADER
#define EXTEND_MODE_REPEAT 1
PER_INSTANCE in vec4 aTaskRect;
PER_INSTANCE in vec2 aStartPoint;
PER_INSTANCE in vec2 aEndPoint;
PER_INSTANCE in vec2 aScale;
PER_INSTANCE in int aExtendMode;
PER_INSTANCE in int aGradientStopsAddress;
void main(void) {
vec2 pos = mix(aTaskRect.xy, aTaskRect.zw, aPosition.xy);
gl_Position = uTransform * vec4(pos, 0.0, 1.0);
v_pos = aPosition.xy * aScale;
vec2 dir = aEndPoint - aStartPoint;
// Normalize UV and offsets to 0..1 scale.
v_scale_dir = dir / dot(dir, dir);
v_start_offset.x = dot(aStartPoint, v_scale_dir);
v_scale_dir *= (aTaskRect.zw - aTaskRect.xy);
v_gradient_repeat.x = float(aExtendMode == EXTEND_MODE_REPEAT);
v_gradient_address.x = aGradientStopsAddress;
}
#endif
#ifdef WR_FRAGMENT_SHADER
void main(void) {
// Project position onto a direction vector to compute offset.
float offset = dot(v_pos, v_scale_dir) - v_start_offset.x;
oFragColor = sample_gradient(offset);
}
#ifdef SWGL_DRAW_SPAN
void swgl_drawSpanRGBA8() {
int address = swgl_validateGradient(sGpuBufferF, get_gpu_buffer_uv(v_gradient_address.x), int(GRADIENT_ENTRIES + 2.0));
if (address < 0) {
return;
}
swgl_commitLinearGradientRGBA8(sGpuBufferF, address, GRADIENT_ENTRIES, false, v_gradient_repeat.x != 0.0,
v_pos, v_scale_dir, v_start_offset.x);
}
#endif
#endif