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// pathfinder/shaders/tile_alpha_vertex.inc.glsl
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//
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// Copyright © 2019 The Pathfinder Project Developers.
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//
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// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
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// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
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// option. This file may not be copied, modified, or distributed
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// except according to those terms.
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uniform mat4 uTransform;
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uniform vec2 uTileSize;
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uniform vec2 uStencilTextureSize;
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in uvec2 aTessCoord;
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in uvec3 aTileOrigin;
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in int aBackdrop;
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in int aTileIndex;
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out vec2 vTexCoord;
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out float vBackdrop;
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out vec4 vColor;
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vec4 getColor();
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vec2 computeTileOffset(uint tileIndex, float stencilTextureWidth) {
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uint tilesPerRow = uint(stencilTextureWidth / uTileSize.x);
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uvec2 tileOffset = uvec2(tileIndex % tilesPerRow, tileIndex / tilesPerRow);
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return vec2(tileOffset) * uTileSize;
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}
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void computeVaryings() {
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vec2 origin = vec2(aTileOrigin.xy) + vec2(aTileOrigin.z & 15u, aTileOrigin.z >> 4u) * 256.0;
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vec2 position = (origin + vec2(aTessCoord)) * uTileSize;
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vec2 maskTexCoordOrigin = computeTileOffset(uint(aTileIndex), uStencilTextureSize.x);
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vec2 maskTexCoord = maskTexCoordOrigin + aTessCoord * uTileSize;
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vTexCoord = maskTexCoord / uStencilTextureSize;
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vBackdrop = float(aBackdrop);
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vColor = getColor();
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gl_Position = uTransform * vec4(position, 0.0, 1.0);
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}
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