2017-10-09 17:14:24 -04:00
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// pathfinder/shaders/gles2/mcaa-cover.vs.glsl
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2017-08-16 22:51:13 -04:00
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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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2017-08-16 22:51:13 -04:00
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precision highp float;
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2017-09-12 22:43:43 -04:00
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uniform vec4 uTransformST;
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2017-10-05 22:14:52 -04:00
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uniform vec4 uHints;
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uniform ivec2 uFramebufferSize;
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uniform ivec2 uPathTransformDimensions;
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uniform sampler2D uPathTransform;
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attribute vec2 aQuadPosition;
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2017-10-06 19:11:53 -04:00
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attribute vec2 aUpperLeftPosition;
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attribute vec2 aLowerRightPosition;
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attribute float aPathID;
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varying vec2 vHorizontalExtents;
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void main() {
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int pathID = int(aPathID);
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vec4 transform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
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2017-10-06 19:11:53 -04:00
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vec2 upperLeftPosition = hintPosition(aUpperLeftPosition, uHints);
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vec2 lowerRightPosition = hintPosition(aLowerRightPosition, uHints);
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upperLeftPosition = transformVertexPositionST(upperLeftPosition, transform);
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lowerRightPosition = transformVertexPositionST(lowerRightPosition, transform);
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2017-09-12 22:43:43 -04:00
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upperLeftPosition = transformVertexPositionST(upperLeftPosition, uTransformST);
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lowerRightPosition = transformVertexPositionST(lowerRightPosition, uTransformST);
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upperLeftPosition = convertClipToScreenSpace(upperLeftPosition, uFramebufferSize);
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lowerRightPosition = convertClipToScreenSpace(lowerRightPosition, uFramebufferSize);
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2017-10-09 17:14:24 -04:00
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vec4 roundedExtents = vec4(floor(upperLeftPosition.x), ceil(upperLeftPosition.y),
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ceil(lowerRightPosition));
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2017-08-23 22:18:24 -04:00
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vec2 position = mix(roundedExtents.xy, roundedExtents.zw, aQuadPosition);
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position = convertScreenToClipSpace(position, uFramebufferSize);
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float depth = convertPathIndexToViewportDepthValue(pathID);
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gl_Position = vec4(position, depth, 1.0);
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2017-10-05 16:30:32 -04:00
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vHorizontalExtents = vec2(upperLeftPosition.x, lowerRightPosition.x);
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}
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