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

76 lines
3.3 KiB
Plaintext
Raw Normal View History

// pathfinder/shaders/gles2/ecaa-cover.vs.glsl
//
2017-10-03 18:32:03 -04:00
// 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 uBVertexPositionDimensions;
uniform ivec2 uBVertexPathIDDimensions;
2017-08-22 21:25:32 -04:00
uniform ivec2 uPathTransformDimensions;
uniform sampler2D uBVertexPosition;
uniform sampler2D uBVertexPathID;
2017-08-22 21:25:32 -04:00
uniform sampler2D uPathTransform;
attribute vec2 aQuadPosition;
attribute vec4 aUpperPointIndices;
attribute vec4 aLowerPointIndices;
varying vec2 vHorizontalExtents;
void main() {
// Fetch B-vertex positions.
ivec4 pointIndices = ivec4(unpackUInt32Attribute(aUpperPointIndices.xy),
unpackUInt32Attribute(aUpperPointIndices.zw),
unpackUInt32Attribute(aLowerPointIndices.xy),
unpackUInt32Attribute(aLowerPointIndices.zw));
vec2 upperLeftPosition = fetchFloat2Data(uBVertexPosition,
pointIndices.x,
uBVertexPositionDimensions);
vec2 upperRightPosition = fetchFloat2Data(uBVertexPosition,
pointIndices.y,
uBVertexPositionDimensions);
vec2 lowerLeftPosition = fetchFloat2Data(uBVertexPosition,
pointIndices.z,
uBVertexPositionDimensions);
vec2 lowerRightPosition = fetchFloat2Data(uBVertexPosition,
pointIndices.w,
uBVertexPositionDimensions);
upperLeftPosition.y = min(upperLeftPosition.y, upperRightPosition.y);
lowerRightPosition.y = max(lowerLeftPosition.y, lowerRightPosition.y);
2017-08-22 21:25:32 -04:00
int pathID = fetchUInt16Data(uBVertexPathID, pointIndices.x, uBVertexPathIDDimensions);
vec4 transform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
upperLeftPosition = hintPosition(upperLeftPosition, uHints);
lowerRightPosition = hintPosition(lowerRightPosition, uHints);
2017-08-22 21:25:32 -04:00
upperLeftPosition = transformVertexPositionST(upperLeftPosition, transform);
lowerRightPosition = transformVertexPositionST(lowerRightPosition, transform);
upperLeftPosition = transformVertexPositionST(upperLeftPosition, uTransformST);
lowerRightPosition = transformVertexPositionST(lowerRightPosition, uTransformST);
upperLeftPosition = convertClipToScreenSpace(upperLeftPosition, uFramebufferSize);
lowerRightPosition = convertClipToScreenSpace(lowerRightPosition, uFramebufferSize);
vec4 roundedExtents = vec4(floor(upperLeftPosition), ceil(lowerRightPosition));
vec2 position = mix(roundedExtents.xy, roundedExtents.zw, aQuadPosition);
position = convertScreenToClipSpace(position, uFramebufferSize);
float depth = convertPathIndexToViewportDepthValue(pathID);
gl_Position = vec4(position, depth, 1.0);
vHorizontalExtents = vec2(upperLeftPosition.x, lowerRightPosition.x);
}