Pack left and right normal angles into one vec2 in `computeECAAQuadPosition`

This commit is contained in:
Patrick Walton 2017-12-02 13:21:13 -08:00
parent 7e0d003a95
commit 801c25305f
3 changed files with 7 additions and 12 deletions

View File

@ -240,11 +240,10 @@ bool computeECAAQuadPosition(out vec2 outPosition,
mat4 globalTransform, mat4 globalTransform,
vec4 hints, vec4 hints,
vec4 bounds, vec4 bounds,
float leftNormalAngle, vec2 normalAngles,
float rightNormalAngle,
vec2 emboldenAmount) { vec2 emboldenAmount) {
leftPosition = computeECAAPosition(leftPosition, leftPosition = computeECAAPosition(leftPosition,
leftNormalAngle, normalAngles.x,
emboldenAmount, emboldenAmount,
hints, hints,
localTransformST, localTransformST,
@ -252,7 +251,7 @@ bool computeECAAQuadPosition(out vec2 outPosition,
globalTransform, globalTransform,
framebufferSize); framebufferSize);
rightPosition = computeECAAPosition(rightPosition, rightPosition = computeECAAPosition(rightPosition,
rightNormalAngle, normalAngles.y,
emboldenAmount, emboldenAmount,
hints, hints,
localTransformST, localTransformST,

View File

@ -37,9 +37,8 @@ void main() {
vec2 controlPointPosition = aControlPointPosition; vec2 controlPointPosition = aControlPointPosition;
vec2 rightPosition = aRightPosition; vec2 rightPosition = aRightPosition;
int pathID = int(aPathID); int pathID = int(aPathID);
float leftNormalAngle = aNormalAngles.x; vec2 leftRightNormalAngles = aNormalAngles.xz;
float controlPointNormalAngle = aNormalAngles.y; float controlPointNormalAngle = aNormalAngles.y;
float rightNormalAngle = aNormalAngles.z;
vec2 pathTransformExt; vec2 pathTransformExt;
vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt, vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt,
@ -64,8 +63,7 @@ void main() {
uTransform, uTransform,
uHints, uHints,
bounds, bounds,
leftNormalAngle, leftRightNormalAngles,
rightNormalAngle,
uEmboldenAmount)) { uEmboldenAmount)) {
controlPointPosition = computeECAAPosition(controlPointPosition, controlPointPosition = computeECAAPosition(controlPointPosition,
controlPointNormalAngle, controlPointNormalAngle,

View File

@ -35,8 +35,7 @@ void main() {
vec2 leftPosition = aLeftPosition; vec2 leftPosition = aLeftPosition;
vec2 rightPosition = aRightPosition; vec2 rightPosition = aRightPosition;
int pathID = int(aPathID); int pathID = int(aPathID);
float leftNormalAngle = aLeftNormalAngle; vec2 leftRightNormalAngles = vec2(aLeftNormalAngle, aRightNormalAngle);
float rightNormalAngle = aRightNormalAngle;
vec2 pathTransformExt; vec2 pathTransformExt;
vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt, vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt,
@ -61,8 +60,7 @@ void main() {
uTransform, uTransform,
uHints, uHints,
bounds, bounds,
leftNormalAngle, leftRightNormalAngles,
rightNormalAngle,
uEmboldenAmount); uEmboldenAmount);
float depth = convertPathIndexToViewportDepthValue(pathID); float depth = convertPathIndexToViewportDepthValue(pathID);