pathfinder/resources/shaders/tile_solid_vertex.inc.glsl

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// pathfinder/resources/shaders/tile_solid_vertex.inc.glsl
//
2019-01-15 14:42:25 -05:00
// Copyright © 2019 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.
uniform vec2 uFramebufferSize;
uniform vec2 uTileSize;
uniform vec2 uViewBoxOrigin;
in vec2 aTessCoord;
in vec2 aTileOrigin;
in uint aObject;
out vec4 vColor;
vec4 getColor();
void computeVaryings() {
vec2 pixelPosition = (aTileOrigin + aTessCoord) * uTileSize + uViewBoxOrigin;
vec2 position = (pixelPosition / uFramebufferSize * 2.0 - 1.0) * vec2(1.0, -1.0);
vColor = getColor();
//vColor = vec4(1.0, 0.0, 0.0, 1.0);
gl_Position = vec4(position, 0.0, 1.0);
}