Add the normal angle to the shaders used in the 3D demo
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932fc64524
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@ -11,6 +11,7 @@
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precision highp float;
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uniform mat4 uTransform;
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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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@ -20,6 +21,7 @@ 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 vPathID;
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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 = transformVertexPositionST(aPosition, pathTransform);
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vec2 position = dilatePosition(aPosition, aNormalAngle, uEmboldenAmount);
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position = transformVertexPositionST(position, pathTransform);
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gl_Position = uTransform * vec4(position, 0.0, 1.0);
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@ -11,6 +11,7 @@
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precision highp float;
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uniform mat4 uTransform;
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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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@ -18,6 +19,7 @@ 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 vec2 vPathID;
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@ -27,7 +29,8 @@ void main() {
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vec4 pathTransform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
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vec2 position = transformVertexPositionST(aPosition, pathTransform);
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vec2 position = dilatePosition(aPosition, aNormalAngle, uEmboldenAmount);
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position = transformVertexPositionST(position, pathTransform);
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gl_Position = uTransform * vec4(position, 0.0, 1.0);
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