Add the normal angle to the shaders used in the 3D demo

This commit is contained in:
Patrick Walton 2017-11-10 15:03:43 -08:00
parent 932fc64524
commit 75474b19e6
2 changed files with 8 additions and 2 deletions

View File

@ -11,6 +11,7 @@
precision highp float; precision highp float;
uniform mat4 uTransform; uniform mat4 uTransform;
uniform vec2 uEmboldenAmount;
uniform ivec2 uPathColorsDimensions; uniform ivec2 uPathColorsDimensions;
uniform ivec2 uPathTransformDimensions; uniform ivec2 uPathTransformDimensions;
uniform sampler2D uPathColors; uniform sampler2D uPathColors;
@ -20,6 +21,7 @@ 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 vPathID; varying vec2 vPathID;
@ -31,7 +33,8 @@ void main() {
vec4 pathTransform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions); vec4 pathTransform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
vec2 position = transformVertexPositionST(aPosition, pathTransform); vec2 position = dilatePosition(aPosition, aNormalAngle, uEmboldenAmount);
position = transformVertexPositionST(position, pathTransform);
gl_Position = uTransform * vec4(position, 0.0, 1.0); gl_Position = uTransform * vec4(position, 0.0, 1.0);

View File

@ -11,6 +11,7 @@
precision highp float; precision highp float;
uniform mat4 uTransform; uniform mat4 uTransform;
uniform vec2 uEmboldenAmount;
uniform ivec2 uPathColorsDimensions; uniform ivec2 uPathColorsDimensions;
uniform ivec2 uPathTransformDimensions; uniform ivec2 uPathTransformDimensions;
uniform sampler2D uPathColors; uniform sampler2D uPathColors;
@ -18,6 +19,7 @@ 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 vec2 vPathID; varying vec2 vPathID;
@ -27,7 +29,8 @@ void main() {
vec4 pathTransform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions); vec4 pathTransform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
vec2 position = transformVertexPositionST(aPosition, pathTransform); vec2 position = dilatePosition(aPosition, aNormalAngle, uEmboldenAmount);
position = transformVertexPositionST(position, pathTransform);
gl_Position = uTransform * vec4(position, 0.0, 1.0); gl_Position = uTransform * vec4(position, 0.0, 1.0);