Update the XCAA multi direct shaders to support normals.
Fixes XCAA in the SVG demo.
This commit is contained in:
parent
8e7eb6ca60
commit
3bcd05a5ed
|
@ -12,6 +12,7 @@ precision highp float;
|
||||||
|
|
||||||
uniform mat4 uTransform;
|
uniform mat4 uTransform;
|
||||||
uniform vec4 uHints;
|
uniform vec4 uHints;
|
||||||
|
uniform vec2 uEmboldenAmount;
|
||||||
uniform ivec2 uPathColorsDimensions;
|
uniform ivec2 uPathColorsDimensions;
|
||||||
uniform sampler2D uPathColors;
|
uniform sampler2D uPathColors;
|
||||||
uniform ivec2 uPathTransformDimensions;
|
uniform ivec2 uPathTransformDimensions;
|
||||||
|
@ -21,6 +22,7 @@ attribute vec2 aPosition;
|
||||||
attribute vec2 aTexCoord;
|
attribute vec2 aTexCoord;
|
||||||
attribute float aPathID;
|
attribute float aPathID;
|
||||||
attribute float aSign;
|
attribute float aSign;
|
||||||
|
attribute float aNormalAngle;
|
||||||
|
|
||||||
varying vec4 vColor;
|
varying vec4 vColor;
|
||||||
varying vec2 vTexCoord;
|
varying vec2 vTexCoord;
|
||||||
|
@ -31,7 +33,8 @@ void main() {
|
||||||
|
|
||||||
vec4 pathTransform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
|
vec4 pathTransform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
|
||||||
|
|
||||||
vec2 position = hintPosition(aPosition, uHints);
|
vec2 position = dilatePosition(aPosition, aNormalAngle, uEmboldenAmount);
|
||||||
|
position = hintPosition(position, uHints);
|
||||||
position = transformVertexPositionST(position, pathTransform);
|
position = transformVertexPositionST(position, pathTransform);
|
||||||
position = transformVertexPosition(position, uTransform);
|
position = transformVertexPosition(position, uTransform);
|
||||||
|
|
||||||
|
|
|
@ -12,6 +12,7 @@ precision highp float;
|
||||||
|
|
||||||
uniform mat4 uTransform;
|
uniform mat4 uTransform;
|
||||||
uniform vec4 uHints;
|
uniform vec4 uHints;
|
||||||
|
uniform vec2 uEmboldenAmount;
|
||||||
uniform ivec2 uPathColorsDimensions;
|
uniform ivec2 uPathColorsDimensions;
|
||||||
uniform ivec2 uPathTransformDimensions;
|
uniform ivec2 uPathTransformDimensions;
|
||||||
uniform sampler2D uPathColors;
|
uniform sampler2D uPathColors;
|
||||||
|
@ -19,6 +20,7 @@ uniform sampler2D uPathTransform;
|
||||||
|
|
||||||
attribute vec2 aPosition;
|
attribute vec2 aPosition;
|
||||||
attribute float aPathID;
|
attribute float aPathID;
|
||||||
|
attribute float aNormalAngle;
|
||||||
|
|
||||||
varying vec4 vColor;
|
varying vec4 vColor;
|
||||||
varying float vSign;
|
varying float vSign;
|
||||||
|
@ -28,7 +30,8 @@ void main() {
|
||||||
|
|
||||||
vec4 pathTransform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
|
vec4 pathTransform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
|
||||||
|
|
||||||
vec2 position = hintPosition(aPosition, uHints);
|
vec2 position = dilatePosition(aPosition, aNormalAngle, uEmboldenAmount);
|
||||||
|
position = hintPosition(position, uHints);
|
||||||
position = transformVertexPositionST(position, pathTransform);
|
position = transformVertexPositionST(position, pathTransform);
|
||||||
position = transformVertexPosition(position, uTransform);
|
position = transformVertexPosition(position, uTransform);
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue