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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 base
#ifdef WR_VERTEX_SHADER
attribute vec2 aPosition;
// See CopyInstance struct.
attribute vec4 a_src_rect;
attribute vec4 a_dst_rect;
attribute vec2 a_dst_texture_size;
varying highp vec2 v_uv;
void main(void) {
// We use texel fetch so v_uv is in unnormalized device space.
v_uv = mix(a_src_rect.xy, a_src_rect.zw, aPosition.xy);
// Transform into framebuffer [-1, 1] space.
vec2 pos = mix(a_dst_rect.xy, a_dst_rect.zw, aPosition.xy);
gl_Position = vec4(pos / (a_dst_texture_size * 0.5) - vec2(1.0, 1.0), 0.0, 1.0);
}
#endif
#ifdef WR_FRAGMENT_SHADER
out vec4 oFragColor;
varying highp vec2 v_uv;
uniform sampler2D sColor0;
void main(void) {
oFragColor = texelFetch(sColor0, ivec2(v_uv), 0);
}
#endif