pathfinder/shaders/tile_alpha.vs.glsl

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#version 330
// pathfinder/shaders/tile_alpha.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.
precision highp float;
uniform mat4 uTransform;
uniform vec2 uTileSize;
uniform vec2 uStencilTextureSize;
in uvec2 aTessCoord;
in uvec3 aTileOrigin;
in vec4 aColorTexMatrix;
in vec2 aColorTexOffset;
in int aBackdrop;
in int aTileIndex;
out vec2 vMaskTexCoord;
out vec2 vColorTexCoord;
out float vBackdrop;
vec2 computeTileOffset(uint tileIndex, float stencilTextureWidth) {
uint tilesPerRow = uint(stencilTextureWidth / uTileSize.x);
uvec2 tileOffset = uvec2(tileIndex % tilesPerRow, tileIndex / tilesPerRow);
return vec2(tileOffset) * uTileSize;
}
void main() {
vec2 tileOffset = vec2(aTessCoord) * uTileSize;
vec2 origin = vec2(aTileOrigin.xy) + vec2(aTileOrigin.z & 15u, aTileOrigin.z >> 4u) * 256.0;
vec2 position = origin * uTileSize + tileOffset;
vec2 maskTexCoordOrigin = computeTileOffset(uint(aTileIndex), uStencilTextureSize.x);
vec2 maskTexCoord = maskTexCoordOrigin + tileOffset;
vMaskTexCoord = maskTexCoord / uStencilTextureSize;
vColorTexCoord = mat2(aColorTexMatrix) * tileOffset + aColorTexOffset;
vBackdrop = float(aBackdrop);
gl_Position = uTransform * vec4(position, 0.0, 1.0);
}