Pack left and right normal angles into one vec2 in `computeECAAQuadPosition`
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@ -240,11 +240,10 @@ bool computeECAAQuadPosition(out vec2 outPosition,
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mat4 globalTransform,
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mat4 globalTransform,
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vec4 hints,
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vec4 hints,
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vec4 bounds,
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vec4 bounds,
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float leftNormalAngle,
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vec2 normalAngles,
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float rightNormalAngle,
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vec2 emboldenAmount) {
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vec2 emboldenAmount) {
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leftPosition = computeECAAPosition(leftPosition,
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leftPosition = computeECAAPosition(leftPosition,
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leftNormalAngle,
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normalAngles.x,
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emboldenAmount,
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emboldenAmount,
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hints,
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hints,
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localTransformST,
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localTransformST,
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@ -252,7 +251,7 @@ bool computeECAAQuadPosition(out vec2 outPosition,
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globalTransform,
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globalTransform,
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framebufferSize);
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framebufferSize);
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rightPosition = computeECAAPosition(rightPosition,
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rightPosition = computeECAAPosition(rightPosition,
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rightNormalAngle,
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normalAngles.y,
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emboldenAmount,
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emboldenAmount,
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hints,
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hints,
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localTransformST,
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localTransformST,
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@ -37,9 +37,8 @@ void main() {
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vec2 controlPointPosition = aControlPointPosition;
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vec2 controlPointPosition = aControlPointPosition;
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vec2 rightPosition = aRightPosition;
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vec2 rightPosition = aRightPosition;
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int pathID = int(aPathID);
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int pathID = int(aPathID);
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float leftNormalAngle = aNormalAngles.x;
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vec2 leftRightNormalAngles = aNormalAngles.xz;
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float controlPointNormalAngle = aNormalAngles.y;
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float controlPointNormalAngle = aNormalAngles.y;
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float rightNormalAngle = aNormalAngles.z;
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vec2 pathTransformExt;
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vec2 pathTransformExt;
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vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt,
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vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt,
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@ -64,8 +63,7 @@ void main() {
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uTransform,
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uTransform,
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uHints,
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uHints,
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bounds,
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bounds,
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leftNormalAngle,
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leftRightNormalAngles,
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rightNormalAngle,
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uEmboldenAmount)) {
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uEmboldenAmount)) {
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controlPointPosition = computeECAAPosition(controlPointPosition,
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controlPointPosition = computeECAAPosition(controlPointPosition,
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controlPointNormalAngle,
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controlPointNormalAngle,
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@ -35,8 +35,7 @@ void main() {
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vec2 leftPosition = aLeftPosition;
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vec2 leftPosition = aLeftPosition;
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vec2 rightPosition = aRightPosition;
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vec2 rightPosition = aRightPosition;
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int pathID = int(aPathID);
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int pathID = int(aPathID);
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float leftNormalAngle = aLeftNormalAngle;
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vec2 leftRightNormalAngles = vec2(aLeftNormalAngle, aRightNormalAngle);
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float rightNormalAngle = aRightNormalAngle;
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vec2 pathTransformExt;
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vec2 pathTransformExt;
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vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt,
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vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt,
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@ -61,8 +60,7 @@ void main() {
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uTransform,
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uTransform,
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uHints,
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uHints,
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bounds,
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bounds,
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leftNormalAngle,
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leftRightNormalAngles,
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rightNormalAngle,
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uEmboldenAmount);
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uEmboldenAmount);
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float depth = convertPathIndexToViewportDepthValue(pathID);
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float depth = convertPathIndexToViewportDepthValue(pathID);
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