HM-Online-Privacy/css/shaders/tile-flip.fs

64 lines
1.6 KiB
GLSL

/*
* Copyright (c) 2012 Adobe Systems Incorporated. All rights reserved.
* Copyright (c) 2012 Branislav Ulicny
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
precision mediump float;
// Uniform values from CSS
uniform float amount;
uniform float tileOutline;
// Built-in uniforms
uniform vec2 u_meshSize;
uniform vec2 u_textureSize;
// Varyings passed in from vertex shader
varying float v_depth;
varying vec2 v_uv;
// Main
void main()
{
// FIXME: Must swap x and y as a workaround for:
// https://bugs.webkit.org/show_bug.cgi?id=96285
vec2 u_meshSize = u_meshSize.yx;
vec4 c = vec4(1.0);
// Fade out.
c.a = 1.0 - v_depth;
// Show grid outline.
if (tileOutline >= 0.5) {
float cell_width = u_textureSize.x / u_meshSize.y;
float cell_height = u_textureSize.y / u_meshSize.x;
float dd = 1.0;
if (mod(v_uv.x * u_textureSize.x + dd, cell_width) < 2.0
|| mod(v_uv.y * u_textureSize.y + dd, cell_height) < 2.0) {
if (amount > 0.0)
c.rgb = vec3(1.0 - sqrt(amount));
}
}
css_ColorMatrix = mat4(c.r, 0.0, 0.0, 0.0,
0.0, c.g, 0.0, 0.0,
0.0, 0.0, c.b, 0.0,
0.0, 0.0, 0.0, c.a);
}