pathfinder/demo2/stencil.vs.glsl

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#version 300 es
// pathfinder/demo2/stencil.vs.glsl
//
// Copyright © 2018 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;
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in vec2 aTessCoord;
in vec2 aFrom;
in vec2 aTo;
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in uint aTileIndex;
vec2 computeTileOffset(uint tileIndex, float stencilTextureWidth) {
uint tilesPerRow = uint(stencilTextureWidth / uTileSize.x);
uvec2 tileOffset = uvec2(aTileIndex % tilesPerRow, aTileIndex / tilesPerRow);
return vec2(tileOffset) * uTileSize;
}
void main() {
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vec2 tileOrigin = computeTileOffset(aTileIndex, uFramebufferSize.x);
vec2 offset = aTessCoord.x < 0.5 ? aFrom : aTo;
if (aTessCoord.y > 0.5)
offset.y = uTileSize.y;
gl_Position = vec4((tileOrigin + offset) / uFramebufferSize * 2.0 - 1.0, 0.0, 1.0);
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}