61 lines
2.1 KiB
Plaintext
61 lines
2.1 KiB
Plaintext
|
// pathfinder/shaders/gles2/mcaa-curve.vs.glsl
|
||
|
//
|
||
|
// 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;
|
||
|
uniform ivec2 uPathTransformDimensions;
|
||
|
uniform sampler2D uPathTransform;
|
||
|
uniform bool uWinding;
|
||
|
|
||
|
attribute vec2 aQuadPosition;
|
||
|
attribute vec2 aLeftPosition;
|
||
|
attribute vec2 aControlPointPosition;
|
||
|
attribute vec2 aRightPosition;
|
||
|
attribute float aPathID;
|
||
|
|
||
|
varying vec4 vEndpoints;
|
||
|
varying vec2 vControlPoint;
|
||
|
varying float vWinding;
|
||
|
|
||
|
void main() {
|
||
|
vec2 leftPosition = aLeftPosition;
|
||
|
vec2 controlPointPosition = aControlPointPosition;
|
||
|
vec2 rightPosition = aRightPosition;
|
||
|
int pathID = int(aPathID);
|
||
|
|
||
|
vec4 transform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
|
||
|
|
||
|
// Transform the points, and compute the position of this vertex.
|
||
|
vec2 position;
|
||
|
if (computeMCAAQuadPosition(position,
|
||
|
leftPosition,
|
||
|
rightPosition,
|
||
|
aQuadPosition,
|
||
|
uFramebufferSize,
|
||
|
transform,
|
||
|
uTransformST,
|
||
|
uHints)) {
|
||
|
controlPointPosition = hintPosition(aControlPointPosition, uHints);
|
||
|
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;
|
||
|
vWinding = uWinding ? 1.0 : -1.0;
|
||
|
}
|