pathfinder/resources/shaders/solid_tile.vs.glsl

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#version 330
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// pathfinder/demo/resources/shaders/solid_tile.vs.glsl
//
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// 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.
precision highp float;
uniform vec2 uFramebufferSize;
uniform vec2 uTileSize;
uniform sampler2D uFillColorsTexture;
uniform vec2 uFillColorsTextureSize;
uniform vec2 uViewBoxOrigin;
uniform vec3 uQuadP0;
uniform vec3 uQuadP1;
uniform vec3 uQuadP2;
uniform vec3 uQuadP3;
in vec2 aTessCoord;
in vec2 aTileOrigin;
in uint aObject;
out vec4 vColor;
float wedge(vec2 a, vec2 b) {
return a.x * b.y - a.y * b.x;
}
// From "A Quadrilateral Rendering Primitive", Hormann and Tarini 2004.
vec4 barycentricQuad(vec2 p) {
vec2 s0 = uQuadP0.xy - p, s1 = uQuadP1.xy - p, s2 = uQuadP2.xy - p, s3 = uQuadP3.xy - p;
vec4 a = vec4(wedge(s0, s1), wedge(s1, s2), wedge(s2, s3), wedge(s3, s0));
vec4 d = vec4(dot(s0, s1), dot(s1, s2), dot(s2, s3), dot(s3, s0));
vec4 r = vec4(length(s0), length(s1), length(s2), length(s3));
vec4 t = (r * r.yzwx - d) / a;
vec4 u = (t.wxyz + t) / r;
return u / dot(u, vec4(1.0));
}
vec2 computeFillColorTexCoord(uint object, vec2 textureSize) {
uint width = uint(textureSize.x);
return (vec2(float(object % width), float(object / width)) + vec2(0.5)) / textureSize;
}
void main() {
vec2 pixelPosition = (aTileOrigin + aTessCoord) * uTileSize + uViewBoxOrigin;
vec2 position = (pixelPosition / uFramebufferSize * 2.0 - 1.0) * vec2(1.0, -1.0);
vec4 depths = vec4(uQuadP0.z, uQuadP1.z, uQuadP2.z, uQuadP3.z);
float depth = dot(barycentricQuad(position), depths);
vec2 colorTexCoord = computeFillColorTexCoord(aObject, uFillColorsTextureSize);
vColor = texture(uFillColorsTexture, colorTexCoord);
gl_Position = vec4(position, depth, 1.0);
}