// pathfinder/shaders/gles2/ecaa-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. //! Implements *edge coverage antialiasing* (ECAA) for curved path segments. //! //! This shader expects to render to the red channel of a floating point color //! buffer. Half precision floating point should be sufficient. //! //! Use this shader only when *all* of the following are true: //! //! 1. You are only rendering monochrome paths such as text. (Otherwise, //! consider MCAA.) //! //! 2. The paths are relatively small, so overdraw is not a concern. //! (Otherwise, consider MCAA.) //! //! 3. Your transform is only a scale and/or translation, not a perspective, //! rotation, or skew. (Otherwise, consider `ecaa-transformed-curve`.) precision highp float; uniform mat4 uTransform; uniform vec4 uHints; uniform ivec2 uFramebufferSize; uniform ivec2 uPathTransformSTDimensions; uniform sampler2D uPathTransformST; uniform ivec2 uPathTransformExtDimensions; uniform sampler2D uPathTransformExt; uniform ivec2 uPathBoundsDimensions; uniform sampler2D uPathBounds; uniform vec2 uEmboldenAmount; attribute vec2 aQuadPosition; attribute vec2 aLeftPosition; attribute vec2 aControlPointPosition; attribute vec2 aRightPosition; attribute float aPathID; attribute vec3 aNormalAngles; varying vec4 vEndpoints; varying vec2 vControlPoint; varying float vWinding; void main() { vec2 leftPosition = aLeftPosition; vec2 controlPointPosition = aControlPointPosition; vec2 rightPosition = aRightPosition; int pathID = int(aPathID); vec2 leftRightNormalAngles = aNormalAngles.xz; float controlPointNormalAngle = aNormalAngles.y; vec2 pathTransformExt; vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt, uPathTransformST, uPathTransformSTDimensions, uPathTransformExt, uPathTransformExtDimensions, pathID); vec4 bounds = fetchFloat4Data(uPathBounds, pathID, uPathBoundsDimensions); // Transform the points, and compute the position of this vertex. vec2 position; float winding; if (computeECAAQuadPosition(position, winding, leftPosition, rightPosition, aQuadPosition, uFramebufferSize, pathTransformST, pathTransformExt, uTransform, uHints, bounds, leftRightNormalAngles, uEmboldenAmount)) { controlPointPosition = computeECAAPosition(controlPointPosition, controlPointNormalAngle, uEmboldenAmount, uHints, pathTransformST, pathTransformExt, uTransform, uFramebufferSize); } float depth = convertPathIndexToViewportDepthValue(pathID); gl_Position = vec4(position, depth, 1.0); vEndpoints = vec4(leftPosition, rightPosition); vControlPoint = controlPointPosition; vWinding = winding; }