From 3543cc6098a9397ce33ae7f851650b1d52c960c5 Mon Sep 17 00:00:00 2001 From: Glenn Watson Date: Sat, 13 Aug 2016 05:50:31 +1000 Subject: [PATCH] Copy updated WR shaders. --- resources/shaders/prim_shared.glsl | 17 +++++++++-------- resources/shaders/ps_image.fs.glsl | 15 ++++++++++++++- resources/shaders/ps_image.glsl | 9 ++++++++- resources/shaders/ps_image.vs.glsl | 10 +++++++++- resources/shaders/ps_rectangle.fs.glsl | 6 ++++++ resources/shaders/ps_rectangle.glsl | 5 +++++ resources/shaders/ps_rectangle.vs.glsl | 8 +++++++- 7 files changed, 58 insertions(+), 12 deletions(-) diff --git a/resources/shaders/prim_shared.glsl b/resources/shaders/prim_shared.glsl index ad2ab82e94bc..1ce39e10e0e8 100644 --- a/resources/shaders/prim_shared.glsl +++ b/resources/shaders/prim_shared.glsl @@ -218,18 +218,19 @@ void do_clip(vec2 pos, vec4 clip_rect, vec4 radius) { } } -bool point_in_rect(vec2 p, vec2 p0, vec2 p1) { - return p.x >= p0.x && - p.y >= p0.y && - p.x <= p1.x && - p.y <= p1.y; +float squared_distance_from_rect(vec2 p, vec2 origin, vec2 size) { + vec2 clamped = clamp(p, origin, origin + size); + return distance(clamped, p); } -vec2 init_transform_fs(vec3 local_pos, vec4 local_rect) { +vec2 init_transform_fs(vec3 local_pos, vec4 local_rect, out float fragment_alpha) { + fragment_alpha = 1.0; vec2 pos = local_pos.xy / local_pos.z; - if (!point_in_rect(pos, local_rect.xy, local_rect.xy + local_rect.zw)) { - discard; + float squared_distance = squared_distance_from_rect(pos, local_rect.xy, local_rect.zw); + if (squared_distance != 0) { + float delta = length(fwidth(local_pos.xy)); + fragment_alpha = smoothstep(1.0, 0.0, squared_distance / delta * 2); } return pos; diff --git a/resources/shaders/ps_image.fs.glsl b/resources/shaders/ps_image.fs.glsl index a7d96850057d..ae96e1e6ca98 100644 --- a/resources/shaders/ps_image.fs.glsl +++ b/resources/shaders/ps_image.fs.glsl @@ -1,8 +1,21 @@ +#line 1 + /* 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/. */ void main(void) { - vec2 st = vTextureOffset + vTextureSize * fract(vUv); +#ifdef WR_FEATURE_TRANSFORM + float alpha = 0; + vec2 pos = init_transform_fs(vLocalPos, vLocalRect, alpha); + vec2 uv = (pos - vLocalRect.xy) / vStretchSize; +#else + vec2 uv = vUv; +#endif + vec2 st = vTextureOffset + vTextureSize * fract(uv); +#ifdef WR_FEATURE_TRANSFORM + oFragColor = vec4(1, 1, 1, alpha) * texture(sDiffuse, st); +#else oFragColor = texture(sDiffuse, st); +#endif } diff --git a/resources/shaders/ps_image.glsl b/resources/shaders/ps_image.glsl index e2c59d9ff69c..b89a421789bc 100644 --- a/resources/shaders/ps_image.glsl +++ b/resources/shaders/ps_image.glsl @@ -2,6 +2,13 @@ * 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/. */ -varying vec2 vUv; // Location within the CSS box to draw. flat varying vec2 vTextureOffset; // Offset of this image into the texture atlas. flat varying vec2 vTextureSize; // Size of the image in the texture atlas. + +#ifdef WR_FEATURE_TRANSFORM +varying vec3 vLocalPos; +flat varying vec4 vLocalRect; +flat varying vec2 vStretchSize; +#else +varying vec2 vUv; // Location within the CSS box to draw. +#endif diff --git a/resources/shaders/ps_image.vs.glsl b/resources/shaders/ps_image.vs.glsl index 0f6bcba6eba8..61557dcb31c9 100644 --- a/resources/shaders/ps_image.vs.glsl +++ b/resources/shaders/ps_image.vs.glsl @@ -15,10 +15,18 @@ layout(std140) uniform Items { void main(void) { Image image = images[gl_InstanceID]; + +#ifdef WR_FEATURE_TRANSFORM + TransformVertexInfo vi = write_transform_vertex(image.info); + vLocalRect = image.info.local_rect; + vLocalPos = vi.local_pos; + vStretchSize = image.stretch_size.xy; +#else VertexInfo vi = write_vertex(image.info); + vUv = (vi.local_clamped_pos - vi.local_rect.p0) / image.stretch_size.xy; +#endif // vUv will contain how many times this image has wrapped around the image size. - vUv = (vi.local_clamped_pos - vi.local_rect.p0) / image.stretch_size.xy; vTextureSize = image.st_rect.zw - image.st_rect.xy; vTextureOffset = image.st_rect.xy; } diff --git a/resources/shaders/ps_rectangle.fs.glsl b/resources/shaders/ps_rectangle.fs.glsl index 61837732d314..a59b5cb81056 100644 --- a/resources/shaders/ps_rectangle.fs.glsl +++ b/resources/shaders/ps_rectangle.fs.glsl @@ -3,5 +3,11 @@ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ void main(void) { +#ifdef WR_FEATURE_TRANSFORM + float alpha = 0; + init_transform_fs(vLocalPos, vLocalRect, alpha); + oFragColor = vec4(1, 1, 1, alpha) * vColor; +#else oFragColor = vColor; +#endif } diff --git a/resources/shaders/ps_rectangle.glsl b/resources/shaders/ps_rectangle.glsl index 6fcfc4255bfe..eb8c99226bf3 100644 --- a/resources/shaders/ps_rectangle.glsl +++ b/resources/shaders/ps_rectangle.glsl @@ -3,3 +3,8 @@ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ varying vec4 vColor; + +#ifdef WR_FEATURE_TRANSFORM +varying vec3 vLocalPos; +flat varying vec4 vLocalRect; +#endif diff --git a/resources/shaders/ps_rectangle.vs.glsl b/resources/shaders/ps_rectangle.vs.glsl index ee2adacec2d8..486b82d5fc97 100644 --- a/resources/shaders/ps_rectangle.vs.glsl +++ b/resources/shaders/ps_rectangle.vs.glsl @@ -14,6 +14,12 @@ layout(std140) uniform Items { void main(void) { Rectangle rect = rects[gl_InstanceID]; - write_vertex(rect.info); vColor = rect.color; +#ifdef WR_FEATURE_TRANSFORM + TransformVertexInfo vi = write_transform_vertex(rect.info); + vLocalRect = rect.info.local_rect; + vLocalPos = vi.local_pos; +#else + write_vertex(rect.info); +#endif }