builder->getEffectAttributeName(drawEffect.getVertexAttribIndices()[0]);
builder->vsCodeAppendf("\t%s = %s;\n", vsRectName, attr0Name->c_str());
- // TODO: compute these scale factors in the VS
- // These scale factors adjust the coverage for < 1 pixel wide/high rects
- builder->fsCodeAppendf("\tfloat wScale = max(1.0, 2.0/(0.5+%s.z));\n",
- fsRectName);
- builder->fsCodeAppendf("\tfloat hScale = max(1.0, 2.0/(0.5+%s.w));\n",
- fsRectName);
+ // TODO: compute all these offsets, spans, and scales in the VS
+ builder->fsCodeAppendf("\tfloat insetW = min(1.0, %s.z) - 0.5;\n", fsRectName);
+ builder->fsCodeAppendf("\tfloat insetH = min(1.0, %s.w) - 0.5;\n", fsRectName);
+ builder->fsCodeAppend("\tfloat outset = 0.5;\n");
+ // For rects > 1 pixel wide and tall the span's are noops (i.e., 1.0). For rects
+ // < 1 pixel wide or tall they serve to normalize the < 1 ramp to a 0 .. 1 range.
+ builder->fsCodeAppend("\tfloat spanW = insetW + outset;\n");
+ builder->fsCodeAppend("\tfloat spanH = insetH + outset;\n");
+ // For rects < 1 pixel wide or tall, these scale factors are used to cap the maximum
+ // value of coverage that is used. In other words it is the coverage that is
+ // used in the interior of the rect after the ramp.
+ builder->fsCodeAppend("\tfloat scaleW = min(1.0, 2*insetW/spanW);\n");
+ builder->fsCodeAppend("\tfloat scaleH = min(1.0, 2*insetH/spanH);\n");
// Compute the coverage for the rect's width
- builder->fsCodeAppendf("\tfloat coverage = clamp(wScale*(%s.z-abs(%s.x)), 0.0, 1.0);\n",
- fsRectName,
- fsRectName);
-
- // Compute the coverage for the rect's height and merge with the width
builder->fsCodeAppendf(
- "\tcoverage = min(coverage, clamp(hScale*(%s.w-abs(%s.y)), 0.0, 1.0));\n",
- fsRectName,
- fsRectName);
+ "\tfloat coverage = scaleW*clamp((%s.z-abs(%s.x))/spanW, 0.0, 1.0);\n", fsRectName,
+ fsRectName);
+ // Compute the coverage for the rect's height and merge with the width
+ builder->fsCodeAppendf(
+ "\tcoverage = coverage*scaleH*clamp((%s.w-abs(%s.y))/spanH, 0.0, 1.0);\n",
+ fsRectName, fsRectName);
SkString modulate;
GrGLSLModulatef<4>(&modulate, inputColor, "coverage");