pathfinder/shaders/gles2/ecaa-multi-edge-mask-transf...

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// pathfinder/shaders/gles2/ecaa-multi-edge-mask-transformed-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 mat4 uTransform;
uniform ivec2 uFramebufferSize;
uniform ivec2 uPathTransformSTDimensions;
uniform sampler2D uPathTransformST;
uniform ivec2 uPathTransformExtDimensions;
uniform sampler2D uPathTransformExt;
uniform int uPassIndex;
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);
vec2 pathTransformExt;
vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt,
uPathTransformST,
uPathTransformSTDimensions,
uPathTransformExt,
uPathTransformExtDimensions,
pathID);
// Transform the points.
leftPosition = transformECAAPositionToScreenSpace(leftPosition,
pathTransformST,
pathTransformExt,
uTransform,
uFramebufferSize);
rightPosition = transformECAAPositionToScreenSpace(rightPosition,
pathTransformST,
pathTransformExt,
uTransform,
uFramebufferSize);
controlPointPosition = transformECAAPositionToScreenSpace(controlPointPosition,
pathTransformST,
pathTransformExt,
uTransform,
uFramebufferSize);
float winding;
vec3 leftTopRightEdges;
if (!splitCurveAndComputeECAAWinding(winding,
leftTopRightEdges,
leftPosition,
rightPosition,
controlPointPosition,
uPassIndex)) {
gl_Position = vec4(0.0);
return;
}
vec4 extents = vec4(leftTopRightEdges,
max(max(leftPosition.y, rightPosition.y), controlPointPosition.y));
vec2 position = computeXCAAClipSpaceQuadPosition(extents, aQuadPosition, uFramebufferSize);
float depth = convertPathIndexToViewportDepthValue(pathID);
gl_Position = vec4(position, depth, 1.0);
vEndpoints = vec4(leftPosition, rightPosition);
vControlPoint = controlPointPosition;
}