pathfinder/shaders/gles2/direct-interior.vs.glsl

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// pathfinder/shaders/gles2/direct-interior.vs.glsl
//
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// Copyright (c) 2017 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.
//! Renders polygonal portions of a mesh.
//!
//! Typically, you will run this shader before running `direct-curve`.
//! Remember to enable the depth test with a `GREATER` depth function for optimal
//! performance.
precision highp float;
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/// A 3D transform to be applied to all points.
uniform mat4 uTransform;
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/// Vertical snapping positions.
uniform vec4 uHints;
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/// The size of the path colors texture in texels.
uniform ivec2 uPathColorsDimensions;
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/// The fill color for each path.
uniform sampler2D uPathColors;
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/// The size of the path transform buffer texture in texels.
uniform ivec2 uPathTransformSTDimensions;
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/// The path transform buffer texture, one path dilation per texel.
uniform sampler2D uPathTransformST;
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/// The size of the extra path transform factors buffer texture in texels.
uniform ivec2 uPathTransformExtDimensions;
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/// The extra path transform factors buffer texture, packed two path transforms per texel.
uniform sampler2D uPathTransformExt;
/// The 2D position of this point.
attribute vec2 aPosition;
/// The path ID, starting from 1.
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attribute float aPathID;
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/// The color of this path.
varying vec4 vColor;
void main() {
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int pathID = int(aPathID);
vec2 pathTransformExt;
vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt,
uPathTransformST,
uPathTransformSTDimensions,
uPathTransformExt,
uPathTransformExtDimensions,
pathID);
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vec2 position = hintPosition(aPosition, uHints);
position = transformVertexPositionAffine(position, pathTransformST, pathTransformExt);
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position = transformVertexPosition(position, uTransform);
float depth = convertPathIndexToViewportDepthValue(pathID);
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gl_Position = vec4(position, depth, 1.0);
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vColor = fetchFloat4Data(uPathColors, pathID, uPathColorsDimensions);
}