pathfinder/shaders/d3d9/fill.vs.glsl

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#version 330
// pathfinder/shaders/fill.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.
#extension GL_GOOGLE_include_directive : enable
precision highp float;
#ifdef GL_ES
precision highp sampler2D;
#endif
uniform vec2 uFramebufferSize;
uniform vec2 uTileSize;
in uvec2 aTessCoord;
in uvec4 aLineSegment;
in int aTileIndex;
out vec2 vFrom;
out vec2 vTo;
vec2 computeTileOffset(uint tileIndex, float stencilTextureWidth, vec2 tileSize) {
uint tilesPerRow = uint(stencilTextureWidth / tileSize.x);
uvec2 tileOffset = uvec2(tileIndex % tilesPerRow, tileIndex / tilesPerRow);
return vec2(tileOffset) * tileSize * vec2(1.0, 0.25);
}
vec4 computeVertexPosition(uint tileIndex,
uvec2 tessCoord,
uvec4 packedLineSegment,
vec2 tileSize,
vec2 framebufferSize,
out vec2 outFrom,
out vec2 outTo) {
vec2 tileOrigin = computeTileOffset(uint(tileIndex), framebufferSize.x, tileSize);
vec4 lineSegment = vec4(packedLineSegment) / 256.0;
vec2 from = lineSegment.xy, to = lineSegment.zw;
vec2 position;
if (tessCoord.x == 0u)
position.x = floor(min(from.x, to.x));
else
position.x = ceil(max(from.x, to.x));
if (tessCoord.y == 0u)
position.y = floor(min(from.y, to.y));
else
position.y = tileSize.y;
position.y = floor(position.y * 0.25);
// Since each fragment corresponds to 4 pixels on a scanline, the varying interpolation will
// land the fragment halfway between the four-pixel strip, at pixel offset 2.0. But we want to
// do our coverage calculation on the center of the first pixel in the strip instead, at pixel
// offset 0.5. This adjustment of 1.5 accomplishes that.
vec2 offset = vec2(0.0, 1.5) - position * vec2(1.0, 4.0);
outFrom = from + offset;
outTo = to + offset;
vec2 globalPosition = (tileOrigin + position) / framebufferSize * 2.0 - 1.0;
#ifdef PF_ORIGIN_UPPER_LEFT
globalPosition.y = -globalPosition.y;
#endif
return vec4(globalPosition, 0.0, 1.0);
}
void main() {
gl_Position = computeVertexPosition(uint(aTileIndex),
aTessCoord,
aLineSegment,
uTileSize,
uFramebufferSize,
vFrom,
vTo);
}