2017-08-11 21:11:57 -04:00
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// pathfinder/shaders/gles2/direct-curve.vs.glsl
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//
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2017-10-03 18:32:03 -04:00
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// Copyright (c) 2017 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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2017-08-11 21:11:57 -04:00
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precision highp float;
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uniform mat4 uTransform;
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uniform vec4 uHints;
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uniform ivec2 uPathColorsDimensions;
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2017-08-22 21:25:32 -04:00
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uniform ivec2 uPathTransformDimensions;
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uniform sampler2D uPathColors;
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uniform sampler2D uPathTransform;
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attribute vec2 aPosition;
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attribute vec2 aTexCoord;
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attribute float aPathID;
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attribute float aSign;
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varying vec4 vColor;
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varying vec2 vTexCoord;
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varying float vSign;
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void main() {
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int pathID = int(aPathID);
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vec4 pathTransform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
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vec2 position = hintPosition(aPosition, uHints);
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position = transformVertexPositionST(position, pathTransform);
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position = transformVertexPosition(position, uTransform);
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2017-08-23 22:18:24 -04:00
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float depth = convertPathIndexToViewportDepthValue(pathID);
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gl_Position = vec4(position, depth, 1.0);
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vColor = fetchFloat4Data(uPathColors, pathID, uPathColorsDimensions);
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vTexCoord = vec2(aTexCoord) / 2.0;
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vSign = aSign;
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2017-08-11 21:11:57 -04:00
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}
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