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feat: Added support for linear gradient dithering, b=no-bug, c=no-component
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1 changed files with 24 additions and 0 deletions
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@ -70,4 +70,28 @@ diff --git a/gfx/wr/webrender/src/renderer/init.rs b/gfx/wr/webrender/src/render
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for config in configs {
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shaders.push(ShaderOptimizationInput {
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shader_name,
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diff --git a/gfx/wr/webrender/res/shared.glsl b/gfx/wr/webrender/res/shared.glsl
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index f9c093f8486dbd481f2520762f80ace257c294f6..904f9991e917423e11563d862bbd185725523573 100644
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--- a/gfx/wr/webrender/res/shared.glsl
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+++ b/gfx/wr/webrender/res/shared.glsl
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@@ -226,6 +226,7 @@ uniform __samplerExternal2DY2YEXT sColor1;
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uniform __samplerExternal2DY2YEXT sColor2;
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#endif
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+#define WR_FEATURE_DITHERING
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#ifdef WR_FEATURE_DITHERING
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uniform sampler2D sDither;
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#endif
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diff --git a/gfx/wr/webrender/res/gradient.glsl b/gfx/wr/webrender/res/gradient.glsl
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index 6ed2e6987135e04a70fcc908c089bf225ffdb255..09a4acdf3f53a53e123510fdc5aea8b9b8c4d91e 100644
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--- a/gfx/wr/webrender/res/gradient.glsl
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+++ b/gfx/wr/webrender/res/gradient.glsl
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@@ -11,6 +11,7 @@ flat varying mediump vec2 v_gradient_repeat;
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#ifdef WR_FRAGMENT_SHADER
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+#define WR_FEATURE_DITHERING
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#ifdef WR_FEATURE_DITHERING
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vec4 dither(vec4 color) {
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const int matrix_mask = 7;
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