/* 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/. */ #include dithering,gpu_buffer // Gradient GPU cache address. // Packed in to a vector to work around bug 1630356. flat varying highp ivec2 v_gradient_address; // Repetition along the gradient stops. // Packed in to a vector to work around bug 1630356. flat varying mediump vec2 v_gradient_repeat; #ifdef WR_FRAGMENT_SHADER #define GRADIENT_ENTRIES 128.0 float clamp_gradient_entry(float offset) { // Calculate the color entry index to use for this offset: // offsets < 0 use the first color entry, 0 // offsets from [0, 1) use the color entries in the range of [1, N-1) // offsets >= 1 use the last color entry, N-1 // so transform the range [0, 1) -> [1, N-1) // TODO(gw): In the future we might consider making the size of the // LUT vary based on number / distribution of stops in the gradient. // Ensure we don't fetch outside the valid range of the LUT. return clamp(1.0 + offset * GRADIENT_ENTRIES, 0.0, 1.0 + GRADIENT_ENTRIES); } vec4 sample_gradient(float offset) { // Modulo the offset if the gradient repeats. offset -= floor(offset) * v_gradient_repeat.x; // Calculate the texel to index into the gradient color entries: // floor(x) is the gradient color entry index // fract(x) is the linear filtering factor between start and end float x = clamp_gradient_entry(offset); float entry_index = floor(x); float entry_fract = x - entry_index; // Fetch the start and end color. There is a [start, end] color per entry. vec4 texels[2] = fetch_from_gpu_buffer_2f(v_gradient_address.x + 2 * int(entry_index)); // Finally interpolate and apply dithering return dither(texels[0] + texels[1] * entry_fract); } #endif //WR_FRAGMENT_SHADER