// pathfinder/shaders/gles2/ecaa-line.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; uniform bool uLowerPart; attribute vec2 aQuadPosition; attribute vec4 aLineIndices; varying vec4 vEndpoints; void main() { // Fetch B-vertex positions. ivec2 pointIndices = ivec2(unpackUInt32Attribute(aLineIndices.xy), unpackUInt32Attribute(aLineIndices.zw)); vec2 leftPosition = fetchFloat2Data(uBVertexPosition, pointIndices.x, uBVertexPositionDimensions); vec2 rightPosition = fetchFloat2Data(uBVertexPosition, pointIndices.y, uBVertexPositionDimensions); int pathID = fetchUInt16Data(uBVertexPathID, pointIndices.x, uBVertexPathIDDimensions); vec4 hints = fetchFloat4Data(uPathHints, pathID, uPathHintsDimensions); vec4 transform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions); // Transform the points, and compute the position of this vertex. vec2 position; computeQuadPosition(position, leftPosition, rightPosition, aQuadPosition, uFramebufferSize, transform, uTransformST, hints); float depth = convertPathIndexToViewportDepthValue(pathID); gl_Position = vec4(position, depth, 1.0); vEndpoints = vec4(leftPosition, rightPosition); }