// pathfinder/shaders/gles2/ecaa-cover.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. precision highp float; uniform vec4 uTransformST; uniform ivec2 uFramebufferSize; uniform ivec2 uBVertexPositionDimensions; uniform ivec2 uBVertexPathIDDimensions; uniform ivec2 uPathTransformDimensions; uniform ivec2 uPathHintsDimensions; uniform sampler2D uBVertexPosition; uniform sampler2D uBVertexPathID; uniform sampler2D uPathTransform; uniform sampler2D uPathHints; attribute vec2 aQuadPosition; attribute vec4 aUpperPointIndices; attribute vec4 aLowerPointIndices; varying vec2 vHorizontalExtents; void main() { // Fetch B-vertex positions. // FIXME(pcwalton): This could be slightly optimized to fetch fewer positions. ivec4 pointIndices = ivec4(unpackUInt32Attribute(aUpperPointIndices.xy), unpackUInt32Attribute(aUpperPointIndices.zw), unpackUInt32Attribute(aLowerPointIndices.xy), unpackUInt32Attribute(aLowerPointIndices.zw)); vec2 upperLeftPosition = fetchFloat2Data(uBVertexPosition, pointIndices.x, uBVertexPositionDimensions); vec2 upperRightPosition = fetchFloat2Data(uBVertexPosition, pointIndices.y, uBVertexPositionDimensions); vec2 lowerLeftPosition = fetchFloat2Data(uBVertexPosition, pointIndices.z, uBVertexPositionDimensions); vec2 lowerRightPosition = fetchFloat2Data(uBVertexPosition, pointIndices.w, uBVertexPositionDimensions); int pathID = fetchUInt16Data(uBVertexPathID, pointIndices.x, uBVertexPathIDDimensions); vec4 hints = fetchFloat4Data(uPathHints, pathID, uPathHintsDimensions); vec4 transform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions); upperLeftPosition = hintPosition(upperLeftPosition, hints); upperRightPosition = hintPosition(upperRightPosition, hints); lowerLeftPosition = hintPosition(lowerLeftPosition, hints); lowerRightPosition = hintPosition(lowerRightPosition, hints); upperLeftPosition = transformVertexPositionST(upperLeftPosition, transform); upperRightPosition = transformVertexPositionST(upperRightPosition, transform); lowerLeftPosition = transformVertexPositionST(lowerLeftPosition, transform); lowerRightPosition = transformVertexPositionST(lowerRightPosition, transform); upperLeftPosition = transformVertexPositionST(upperLeftPosition, uTransformST); upperRightPosition = transformVertexPositionST(upperRightPosition, uTransformST); lowerLeftPosition = transformVertexPositionST(lowerLeftPosition, uTransformST); lowerRightPosition = transformVertexPositionST(lowerRightPosition, uTransformST); upperLeftPosition = convertClipToScreenSpace(upperLeftPosition, uFramebufferSize); upperRightPosition = convertClipToScreenSpace(upperRightPosition, uFramebufferSize); lowerLeftPosition = convertClipToScreenSpace(lowerLeftPosition, uFramebufferSize); lowerRightPosition = convertClipToScreenSpace(lowerRightPosition, uFramebufferSize); vec4 extents = vec4(min(upperLeftPosition.x, lowerLeftPosition.x), min(min(upperLeftPosition.y, upperRightPosition.y), min(lowerLeftPosition.y, lowerRightPosition.y)), max(upperRightPosition.x, lowerRightPosition.x), max(max(upperLeftPosition.y, upperRightPosition.y), max(lowerLeftPosition.y, lowerRightPosition.y))); vec4 roundedExtents = vec4(floor(extents.xy), ceil(extents.zw)); vec2 position = mix(roundedExtents.xy, roundedExtents.zw, aQuadPosition); position = convertScreenToClipSpace(position, uFramebufferSize); float depth = convertPathIndexToViewportDepthValue(pathID); gl_Position = vec4(position, depth, 1.0); vHorizontalExtents = extents.xz; }