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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 radial graidents in a color or alpha target.
#include ps_quad,gradient
#define PI 3.141592653589793
// x: start offset, y: offset scale, z: angle
// Packed in to a vector to work around bug 1630356.
flat varying highp vec3 v_start_offset_offset_scale_angle_vec;
#define v_start_offset v_start_offset_offset_scale_angle_vec.x
#define v_offset_scale v_start_offset_offset_scale_angle_vec.y
#define v_angle v_start_offset_offset_scale_angle_vec.z
varying highp vec2 v_dir;
#ifdef WR_VERTEX_SHADER
struct ConicGradient {
vec2 center;
vec2 scale;
float start_offset;
float end_offset;
float angle;
// 1.0 if the gradient should be repeated, 0.0 otherwise.
float repeat;
};
ConicGradient fetch_conic_gradient(int address) {
vec4[2] data = fetch_from_gpu_buffer_2f(address);
return ConicGradient(
data[0].xy,
data[0].zw,
data[1].x,
data[1].y,
data[1].z,
data[1].w
);
}
void pattern_vertex(PrimitiveInfo info) {
ConicGradient gradient = fetch_conic_gradient(info.pattern_input.x);
v_gradient_address.x = info.pattern_input.y;
v_gradient_repeat.x = gradient.repeat;
// Store 1/d where d = end_offset - start_offset
// If d = 0, we can't get its reciprocal. Instead, just use a zero scale.
float d = gradient.end_offset - gradient.start_offset;
v_offset_scale = d != 0.0 ? 1.0 / d : 0.0;
v_angle = PI / 2.0 - gradient.angle;
v_start_offset = gradient.start_offset * v_offset_scale;
v_dir = ((info.local_pos - info.local_prim_rect.p0) * gradient.scale - gradient.center);
}
#endif
#ifdef WR_FRAGMENT_SHADER
float approx_atan2(float y, float x) {
vec2 a = abs(vec2(x, y));
float slope = min(a.x, a.y) / max(a.x, a.y);
float s2 = slope * slope;
float r = ((-0.0464964749 * s2 + 0.15931422) * s2 - 0.327622764) * s2 * slope + slope;
r = if_then_else(float(a.y > a.x), 1.57079637 - r, r);
r = if_then_else(float(x < 0.0), 3.14159274 - r, r);
// To match atan2's behavior, -0.0 should count as negative and flip the sign of r.
// Does this matter in practice in the context of conic gradients?
r = r * sign(y);
return r;
}
vec4 pattern_fragment(vec4 color) {
// Use inverse trig to find the angle offset from the relative position.
vec2 current_dir = v_dir;
float current_angle = approx_atan2(current_dir.y, current_dir.x) + v_angle;
float offset = fract(current_angle / (2.0 * PI)) * v_offset_scale - v_start_offset;
color *= sample_gradient(offset);
return color;
}
#endif