pathfinder/demo3/shaders/solid_tile.vs.glsl

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#version 330
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// pathfinder/demo3/resources/shaders/solid_tile.vs.glsl
//
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// Copyright © 2019 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 vec2 uFramebufferSize;
uniform vec2 uTileSize;
uniform sampler2D uFillColorsTexture;
uniform vec2 uFillColorsTextureSize;
uniform vec2 uViewBoxOrigin;
in vec2 aTessCoord;
in vec2 aTileOrigin;
in uint aObject;
out vec4 vColor;
vec2 computeFillColorTexCoord(uint object, vec2 textureSize) {
uint width = uint(textureSize.x);
return (vec2(float(object % width), float(object / width)) + vec2(0.5)) / textureSize;
}
void main() {
vec2 position = (aTileOrigin + aTessCoord) * uTileSize + uViewBoxOrigin;
vec2 colorTexCoord = computeFillColorTexCoord(aObject, uFillColorsTextureSize);
vColor = texture(uFillColorsTexture, colorTexCoord);
gl_Position = vec4((position / uFramebufferSize * 2.0 - 1.0) * vec2(1.0, -1.0), 0.0, 1.0);
}