gecko-dev/gfx/webrender/res/ps_composite.glsl
Kartikaya Gupta de3cbeca0a Bug 1420163 - Update webrender to commit e30886d78c91bdd433fd978a39c511ef9416608e. r=jrmuizel
MozReview-Commit-ID: 1HI5MrCCdn4

--HG--
extra : rebase_source : d2ec8a1adbbe075636b73467a87a5769ebfd0ff7
2017-11-28 09:40:01 -05:00

289 lines
7.8 KiB
GLSL

/* 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 shared,prim_shared
varying vec3 vUv0;
varying vec3 vUv1;
flat varying int vOp;
#ifdef WR_VERTEX_SHADER
void main(void) {
CompositeInstance ci = fetch_composite_instance();
PictureTask dest_task = fetch_picture_task(ci.render_task_index);
RenderTaskCommonData backdrop_task = fetch_render_task_common_data(ci.backdrop_task_index);
PictureTask src_task = fetch_picture_task(ci.src_task_index);
vec2 dest_origin = dest_task.common_data.task_rect.p0 -
dest_task.content_origin +
src_task.content_origin;
vec2 local_pos = mix(dest_origin,
dest_origin + src_task.common_data.task_rect.size,
aPosition.xy);
vec2 texture_size = vec2(textureSize(sCacheRGBA8, 0));
vec2 st0 = backdrop_task.task_rect.p0 / texture_size;
vec2 st1 = (backdrop_task.task_rect.p0 + backdrop_task.task_rect.size) / texture_size;
vUv0 = vec3(mix(st0, st1, aPosition.xy), backdrop_task.texture_layer_index);
st0 = src_task.common_data.task_rect.p0 / texture_size;
st1 = (src_task.common_data.task_rect.p0 + src_task.common_data.task_rect.size) / texture_size;
vUv1 = vec3(mix(st0, st1, aPosition.xy), src_task.common_data.texture_layer_index);
vOp = ci.user_data0;
gl_Position = uTransform * vec4(local_pos, ci.z, 1.0);
}
#endif
#ifdef WR_FRAGMENT_SHADER
float gauss(float x, float sigma) {
if (sigma == 0.0)
return 1.0;
return (1.0 / sqrt(6.283185307179586 * sigma * sigma)) * exp(-(x * x) / (2.0 * sigma * sigma));
}
vec3 Multiply(vec3 Cb, vec3 Cs) {
return Cb * Cs;
}
vec3 Screen(vec3 Cb, vec3 Cs) {
return Cb + Cs - (Cb * Cs);
}
vec3 HardLight(vec3 Cb, vec3 Cs) {
vec3 m = Multiply(Cb, 2.0 * Cs);
vec3 s = Screen(Cb, 2.0 * Cs - 1.0);
vec3 edge = vec3(0.5, 0.5, 0.5);
return mix(m, s, step(edge, Cs));
}
// TODO: Worth doing with mix/step? Check GLSL output.
float ColorDodge(float Cb, float Cs) {
if (Cb == 0.0)
return 0.0;
else if (Cs == 1.0)
return 1.0;
else
return min(1.0, Cb / (1.0 - Cs));
}
// TODO: Worth doing with mix/step? Check GLSL output.
float ColorBurn(float Cb, float Cs) {
if (Cb == 1.0)
return 1.0;
else if (Cs == 0.0)
return 0.0;
else
return 1.0 - min(1.0, (1.0 - Cb) / Cs);
}
float SoftLight(float Cb, float Cs) {
if (Cs <= 0.5) {
return Cb - (1.0 - 2.0 * Cs) * Cb * (1.0 - Cb);
} else {
float D;
if (Cb <= 0.25)
D = ((16.0 * Cb - 12.0) * Cb + 4.0) * Cb;
else
D = sqrt(Cb);
return Cb + (2.0 * Cs - 1.0) * (D - Cb);
}
}
vec3 Difference(vec3 Cb, vec3 Cs) {
return abs(Cb - Cs);
}
vec3 Exclusion(vec3 Cb, vec3 Cs) {
return Cb + Cs - 2.0 * Cb * Cs;
}
// These functions below are taken from the spec.
// There's probably a much quicker way to implement
// them in GLSL...
float Sat(vec3 c) {
return max(c.r, max(c.g, c.b)) - min(c.r, min(c.g, c.b));
}
float Lum(vec3 c) {
vec3 f = vec3(0.3, 0.59, 0.11);
return dot(c, f);
}
vec3 ClipColor(vec3 C) {
float L = Lum(C);
float n = min(C.r, min(C.g, C.b));
float x = max(C.r, max(C.g, C.b));
if (n < 0.0)
C = L + (((C - L) * L) / (L - n));
if (x > 1.0)
C = L + (((C - L) * (1.0 - L)) / (x - L));
return C;
}
vec3 SetLum(vec3 C, float l) {
float d = l - Lum(C);
return ClipColor(C + d);
}
void SetSatInner(inout float Cmin, inout float Cmid, inout float Cmax, float s) {
if (Cmax > Cmin) {
Cmid = (((Cmid - Cmin) * s) / (Cmax - Cmin));
Cmax = s;
} else {
Cmid = 0.0;
Cmax = 0.0;
}
Cmin = 0.0;
}
vec3 SetSat(vec3 C, float s) {
if (C.r <= C.g) {
if (C.g <= C.b) {
SetSatInner(C.r, C.g, C.b, s);
} else {
if (C.r <= C.b) {
SetSatInner(C.r, C.b, C.g, s);
} else {
SetSatInner(C.b, C.r, C.g, s);
}
}
} else {
if (C.r <= C.b) {
SetSatInner(C.g, C.r, C.b, s);
} else {
if (C.g <= C.b) {
SetSatInner(C.g, C.b, C.r, s);
} else {
SetSatInner(C.b, C.g, C.r, s);
}
}
}
return C;
}
vec3 Hue(vec3 Cb, vec3 Cs) {
return SetLum(SetSat(Cs, Sat(Cb)), Lum(Cb));
}
vec3 Saturation(vec3 Cb, vec3 Cs) {
return SetLum(SetSat(Cb, Sat(Cs)), Lum(Cb));
}
vec3 Color(vec3 Cb, vec3 Cs) {
return SetLum(Cs, Lum(Cb));
}
vec3 Luminosity(vec3 Cb, vec3 Cs) {
return SetLum(Cb, Lum(Cs));
}
const int MixBlendMode_Multiply = 1;
const int MixBlendMode_Screen = 2;
const int MixBlendMode_Overlay = 3;
const int MixBlendMode_Darken = 4;
const int MixBlendMode_Lighten = 5;
const int MixBlendMode_ColorDodge = 6;
const int MixBlendMode_ColorBurn = 7;
const int MixBlendMode_HardLight = 8;
const int MixBlendMode_SoftLight = 9;
const int MixBlendMode_Difference = 10;
const int MixBlendMode_Exclusion = 11;
const int MixBlendMode_Hue = 12;
const int MixBlendMode_Saturation = 13;
const int MixBlendMode_Color = 14;
const int MixBlendMode_Luminosity = 15;
void main(void) {
vec4 Cb = texture(sCacheRGBA8, vUv0);
vec4 Cs = texture(sCacheRGBA8, vUv1);
if (Cb.a == 0.0) {
oFragColor = Cs;
return;
}
if (Cs.a == 0.0) {
oFragColor = vec4(0.0, 0.0, 0.0, 0.0);
return;
}
// The mix-blend-mode functions assume no premultiplied alpha
Cb.rgb /= Cb.a;
Cs.rgb /= Cs.a;
// Return yellow if none of the branches match (shouldn't happen).
vec4 result = vec4(1.0, 1.0, 0.0, 1.0);
switch (vOp) {
case MixBlendMode_Multiply:
result.rgb = Multiply(Cb.rgb, Cs.rgb);
break;
case MixBlendMode_Screen:
result.rgb = Screen(Cb.rgb, Cs.rgb);
break;
case MixBlendMode_Overlay:
// Overlay is inverse of Hardlight
result.rgb = HardLight(Cs.rgb, Cb.rgb);
break;
case MixBlendMode_Darken:
result.rgb = min(Cs.rgb, Cb.rgb);
break;
case MixBlendMode_Lighten:
result.rgb = max(Cs.rgb, Cb.rgb);
break;
case MixBlendMode_ColorDodge:
result.r = ColorDodge(Cb.r, Cs.r);
result.g = ColorDodge(Cb.g, Cs.g);
result.b = ColorDodge(Cb.b, Cs.b);
break;
case MixBlendMode_ColorBurn:
result.r = ColorBurn(Cb.r, Cs.r);
result.g = ColorBurn(Cb.g, Cs.g);
result.b = ColorBurn(Cb.b, Cs.b);
break;
case MixBlendMode_HardLight:
result.rgb = HardLight(Cb.rgb, Cs.rgb);
break;
case MixBlendMode_SoftLight:
result.r = SoftLight(Cb.r, Cs.r);
result.g = SoftLight(Cb.g, Cs.g);
result.b = SoftLight(Cb.b, Cs.b);
break;
case MixBlendMode_Difference:
result.rgb = Difference(Cb.rgb, Cs.rgb);
break;
case MixBlendMode_Exclusion:
result.rgb = Exclusion(Cb.rgb, Cs.rgb);
break;
case MixBlendMode_Hue:
result.rgb = Hue(Cb.rgb, Cs.rgb);
break;
case MixBlendMode_Saturation:
result.rgb = Saturation(Cb.rgb, Cs.rgb);
break;
case MixBlendMode_Color:
result.rgb = Color(Cb.rgb, Cs.rgb);
break;
case MixBlendMode_Luminosity:
result.rgb = Luminosity(Cb.rgb, Cs.rgb);
break;
}
result.rgb = (1.0 - Cb.a) * Cs.rgb + Cb.a * result.rgb;
result.a = Cs.a;
result.rgb *= result.a;
oFragColor = result;
}
#endif