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