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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
/// This file provides the boilerplate for sampling from sColor0 with strict sample bounds.
#include shared
flat varying mediump vec4 v_uv0_sample_bounds;
varying highp vec2 v_uv0;
#ifdef WR_VERTEX_SHADER
/// sample_pos is in 0..1 normalized coordinates
/// uv_rect is in pixel.
void vs_init_sample_color0(vec2 sample_pos, RectWithEndpoint uv_rect) {
vec2 uv = mix(uv_rect.p0, uv_rect.p1, sample_pos);
vec2 texture_size = vec2(TEX_SIZE(sColor0));
v_uv0 = uv / texture_size;
v_uv0_sample_bounds = vec4(
uv_rect.p0 + vec2(0.5),
uv_rect.p1 - vec2(0.5)
) / texture_size.xyxy;
}
#endif
#ifdef WR_FRAGMENT_SHADER
/// The vertex shader must have called vs_init_sample_color0
vec4 fs_sample_color0() {
vec2 uv = clamp(v_uv0, v_uv0_sample_bounds.xy, v_uv0_sample_bounds.zw);
vec4 texel = TEX_SAMPLE(sColor0, uv);
return texel;
}
#endif