// pathfinder/shaders/gles2/direct-3d-curve.vs.glsl // // Copyright (c) 2017 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. //! A version of `direct-curve` that takes each vertex's Z value from the //! transform instead of the path ID. //! //! FIXME(pcwalton): For CSS 3D transforms, I think `direct-curve` will need //! to do what this shader does. Perhaps these two shaders should be unified… precision highp float; uniform mat4 uTransform; uniform vec2 uEmboldenAmount; uniform ivec2 uPathColorsDimensions; uniform sampler2D uPathColors; uniform ivec2 uPathTransformSTDimensions; uniform sampler2D uPathTransformST; uniform ivec2 uPathTransformExtDimensions; uniform sampler2D uPathTransformExt; attribute vec2 aPosition; attribute vec2 aTexCoord; attribute float aPathID; attribute float aSign; attribute float aNormalAngle; varying vec4 vColor; varying vec2 vTexCoord; varying float vSign; void main() { int pathID = int(aPathID); vec2 pathTransformExt; vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt, uPathTransformST, uPathTransformSTDimensions, uPathTransformExt, uPathTransformExtDimensions, pathID); vec2 position = dilatePosition(aPosition, aNormalAngle, uEmboldenAmount); position = transformVertexPositionAffine(position, pathTransformST, pathTransformExt); gl_Position = uTransform * vec4(position, 0.0, 1.0); vColor = fetchFloat4Data(uPathColors, pathID, uPathColorsDimensions); vTexCoord = vec2(aTexCoord) / 2.0; vSign = aSign; }