#version 330 // pathfinder/shaders/tile.fs.glsl // // Copyright © 2020 The Pathfinder Project Developers. // // Licensed under the Apache License, Version 2.0 or the MIT license // , at your // option. This file may not be copied, modified, or distributed // except according to those terms. #extension GL_GOOGLE_include_directive : enable precision highp float; #ifdef GL_ES precision highp sampler2D; #endif #include "tile_fragment.inc.glsl" uniform sampler2D uColorTexture0; uniform sampler2D uMaskTexture0; uniform sampler2D uDestTexture; uniform sampler2D uGammaLUT; uniform vec2 uColorTextureSize0; uniform vec2 uMaskTextureSize0; uniform vec2 uFramebufferSize; in vec3 vMaskTexCoord0; in vec2 vColorTexCoord0; in vec4 vBaseColor; in float vTileCtrl; in vec4 vFilterParams0; in vec4 vFilterParams1; in vec4 vFilterParams2; in vec4 vFilterParams3; in vec4 vFilterParams4; in float vCtrl; out vec4 oFragColor; // Entry point // // TODO(pcwalton): Generate this dynamically. void main() { oFragColor = calculateColor(gl_FragCoord.xy, uColorTexture0, uMaskTexture0, uDestTexture, uGammaLUT, uColorTextureSize0, uMaskTextureSize0, vFilterParams0, vFilterParams1, vFilterParams2, vFilterParams3, vFilterParams4, uFramebufferSize, int(vCtrl), vMaskTexCoord0, vColorTexCoord0, vBaseColor, int(vTileCtrl)); }