// pathfinder/shaders/gles2/direct-interior.vs.glsl // // Copyright (c) 2017 Mozilla Foundation precision highp float; uniform mat4 uTransform; uniform ivec2 uFramebufferSize; uniform ivec2 uPathColorsDimensions; uniform sampler2D uPathColors; attribute vec2 aPosition; attribute float aPathDepth; varying vec4 vColor; void main() { vec2 position = transformVertexPosition(aPosition, uTransform); position = convertScreenToClipSpace(position, uFramebufferSize); gl_Position = vec4(position, aPathDepth, 1.0); //vColor = fetchFloat4NormIndexedData(uPathColors, aPathDepth, uPathColorsDimensions); vColor = vec4(0.0, 0.0, 0.0, 1.0); }