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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
* 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_textured v_flags.x
#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.segment.uv_rect.p0 != info.segment.uv_rect.p1) {
// Textured
v_flags_textured = 1;
// TODO: Ideally we would unconditionally modulate the texture with the provided
// base color, however we are currently getting glitches on Adreno GPUs on Windows
// if the base color is set to white for composite primitives. While we figure this
// out, v_color is forced to white here in the textured case, which restores the
// behavior from before the patch that introduced the glitches.
// See comment in `add_composite_prim`.
v_color = vec4(1.0);
vec2 f = (info.local_pos - info.segment.rect.p0) / rect_size(info.segment.rect);
vs_init_sample_color0(f, info.segment.uv_rect);
} else {
// Solid color
v_flags_textured = 0;
}
}
#endif
#ifdef WR_FRAGMENT_SHADER
vec4 pattern_fragment(vec4 color) {
if (v_flags_textured != 0) {
vec4 texel = fs_sample_color0();
color *= texel;
}
return color;
}
#if defined(SWGL_DRAW_SPAN)
void swgl_drawSpanRGBA8() {
if (v_flags_textured != 0) {
if (v_flags_is_mask != 0) {
// Fall back to fragment shader as we don't specialize for mask yet. Perhaps
// we can use an existing swgl commit or add a new one though?
} else {
swgl_commitTextureLinearColorRGBA8(sColor0, v_uv0, v_uv0_sample_bounds, v_color);
}
} else {
swgl_commitSolidRGBA8(v_color);
}
}
#endif
#endif