pathfinder/shaders/gles2/ecaa-curve.vs.glsl

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// pathfinder/shaders/gles2/ecaa-curve.vs.glsl
//
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// Copyright (c) 2017 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;
uniform vec4 uTransformST;
uniform vec4 uHints;
uniform ivec2 uFramebufferSize;
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uniform ivec2 uPathTransformDimensions;
uniform sampler2D uPathTransform;
uniform bool uLowerPart;
attribute vec2 aQuadPosition;
attribute vec2 aLeftPosition;
attribute vec2 aControlPointPosition;
attribute vec2 aRightPosition;
attribute float aPathID;
varying vec4 vEndpoints;
varying vec2 vControlPoint;
void main() {
vec2 leftPosition = aLeftPosition;
vec2 controlPointPosition = aControlPointPosition;
vec2 rightPosition = aRightPosition;
int pathID = int(aPathID);
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vec4 transform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
// Transform the points, and compute the position of this vertex.
vec2 position;
if (computeQuadPosition(position,
leftPosition,
rightPosition,
aQuadPosition,
uFramebufferSize,
transform,
uTransformST,
uHints)) {
controlPointPosition = hintPosition(aControlPointPosition, uHints);
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controlPointPosition = transformVertexPositionST(controlPointPosition, transform);
controlPointPosition = transformVertexPositionST(controlPointPosition, uTransformST);
controlPointPosition = convertClipToScreenSpace(controlPointPosition, uFramebufferSize);
}
float depth = convertPathIndexToViewportDepthValue(pathID);
gl_Position = vec4(position, depth, 1.0);
vEndpoints = vec4(leftPosition, rightPosition);
vControlPoint = controlPointPosition;
}