// pathfinder/shaders/tile_alpha_vertex.inc.glsl // // Copyright © 2019 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. uniform vec2 uFramebufferSize; uniform vec2 uTileSize; uniform vec2 uStencilTextureSize; uniform vec2 uViewBoxOrigin; in uvec2 aTessCoord; in uvec3 aTileOrigin; in int aBackdrop; in int aTileIndex; out vec2 vTexCoord; out float vBackdrop; out vec4 vColor; vec4 getColor(); vec2 computeTileOffset(uint tileIndex, float stencilTextureWidth) { uint tilesPerRow = uint(stencilTextureWidth / uTileSize.x); uvec2 tileOffset = uvec2(tileIndex % tilesPerRow, tileIndex / tilesPerRow); return vec2(tileOffset) * uTileSize; } void computeVaryings() { vec2 origin = vec2(aTileOrigin.xy) + vec2(aTileOrigin.z & 15u, aTileOrigin.z >> 4u) * 256.0; vec2 pixelPosition = (origin + vec2(aTessCoord)) * uTileSize + uViewBoxOrigin; vec2 position = (pixelPosition / uFramebufferSize * 2.0 - 1.0) * vec2(1.0, -1.0); vec2 maskTexCoordOrigin = computeTileOffset(uint(aTileIndex), uStencilTextureSize.x); vec2 maskTexCoord = maskTexCoordOrigin + aTessCoord * uTileSize; vTexCoord = maskTexCoord / uStencilTextureSize; vBackdrop = float(aBackdrop); vColor = getColor(); gl_Position = vec4(position, 0.0, 1.0); }