pathfinder/shaders/mask_winding.vs.glsl

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#version 330
// pathfinder/shaders/mask_winding.vs.glsl
//
// Copyright © 2020 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
precision highp float;
in vec2 aPosition;
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in vec2 aFillTexCoord;
in int aBackdrop;
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out vec2 vFillTexCoord;
out float vBackdrop;
void main() {
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vec2 position = mix(vec2(-1.0), vec2(1.0), aPosition);
#ifdef PF_ORIGIN_UPPER_LEFT
position.y = -position.y;
#endif
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vFillTexCoord = aFillTexCoord;
vBackdrop = float(aBackdrop);
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gl_Position = vec4(position, 0.0, 1.0);
}