102 lines
4.2 KiB
Plaintext
102 lines
4.2 KiB
Plaintext
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// pathfinder/shaders/gles2/mcaa-multi.vs.glsl
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//
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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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precision highp float;
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uniform vec4 uTransformST;
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uniform vec4 uHints;
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uniform ivec2 uFramebufferSize;
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uniform ivec2 uPathTransformSTDimensions;
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uniform sampler2D uPathTransformST;
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uniform ivec2 uPathColorsDimensions;
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uniform sampler2D uPathColors;
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attribute vec2 aQuadPosition;
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attribute vec4 aUpperEndpointPositions;
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attribute vec4 aLowerEndpointPositions;
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attribute vec4 aControlPointPositions;
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attribute float aPathID;
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varying vec4 vUpperEndpoints;
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varying vec4 vLowerEndpoints;
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varying vec4 vControlPoints;
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varying vec4 vColor;
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void main() {
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vec2 tlPosition = aUpperEndpointPositions.xy;
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vec2 tcPosition = aControlPointPositions.xy;
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vec2 trPosition = aUpperEndpointPositions.zw;
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vec2 blPosition = aLowerEndpointPositions.xy;
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vec2 bcPosition = aControlPointPositions.zw;
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vec2 brPosition = aLowerEndpointPositions.zw;
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vec2 quadPosition = aQuadPosition;
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int pathID = int(aPathID);
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vec4 transformST = fetchFloat4Data(uPathTransformST, pathID, uPathTransformSTDimensions);
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vec4 color = fetchFloat4Data(uPathColors, pathID, uPathColorsDimensions);
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vec2 topVector = trPosition - tlPosition, bottomVector = brPosition - blPosition;
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float topTanTheta = topVector.y / topVector.x;
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float bottomTanTheta = bottomVector.y / bottomVector.x;
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// Transform the points, and compute the position of this vertex.
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tlPosition = computeMCAASnappedPosition(tlPosition,
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uHints,
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transformST,
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uTransformST,
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uFramebufferSize,
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topTanTheta);
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trPosition = computeMCAASnappedPosition(trPosition,
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uHints,
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transformST,
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uTransformST,
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uFramebufferSize,
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topTanTheta);
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tcPosition = computeMCAAPosition(tcPosition,
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uHints,
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transformST,
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uTransformST,
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uFramebufferSize);
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blPosition = computeMCAASnappedPosition(blPosition,
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uHints,
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transformST,
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uTransformST,
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uFramebufferSize,
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bottomTanTheta);
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brPosition = computeMCAASnappedPosition(brPosition,
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uHints,
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transformST,
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uTransformST,
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uFramebufferSize,
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bottomTanTheta);
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bcPosition = computeMCAAPosition(bcPosition,
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uHints,
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transformST,
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uTransformST,
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uFramebufferSize);
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float depth = convertPathIndexToViewportDepthValue(pathID);
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vec2 position;
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position.x = mix(tlPosition.x, brPosition.x, quadPosition.x);
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if (quadPosition.y < 0.5)
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position.y = floor(min(tlPosition.y, trPosition.y));
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else
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position.y = ceil(max(blPosition.y, brPosition.y));
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position = convertScreenToClipSpace(position, uFramebufferSize);
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gl_Position = vec4(position, depth, 1.0);
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vUpperEndpoints = vec4(tlPosition, trPosition);
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vLowerEndpoints = vec4(blPosition, brPosition);
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vControlPoints = vec4(tcPosition, bcPosition);
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vColor = color;
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}
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