#version 300 es // pathfinder/demo2/stencil.vs.glsl // // Copyright © 2018 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. precision highp float; uniform vec2 uFramebufferSize; uniform vec2 uTileSize; in vec2 aTessCoord; in vec2 aFrom; in vec2 aTo; in uint aTileIndex; vec2 computeTileOffset(uint tileIndex, float stencilTextureWidth) { uint tilesPerRow = uint(stencilTextureWidth / uTileSize.x); uvec2 tileOffset = uvec2(aTileIndex % tilesPerRow, aTileIndex / tilesPerRow); return vec2(tileOffset) * uTileSize; } void main() { vec2 tileOrigin = computeTileOffset(aTileIndex, uFramebufferSize.x); vec2 offset = aTessCoord.x < 0.5 ? aFrom : aTo; if (aTessCoord.y > 0.5) offset.y = uTileSize.y; gl_Position = vec4((tileOrigin + offset) / uFramebufferSize * 2.0 - 1.0, 0.0, 1.0); }