// pathfinder/shaders/gles2/ecaa-line.vs.glsl // // Copyright (c) 2017 Mozilla Foundation precision highp float; uniform mat4 uTransform; uniform ivec2 uFramebufferSize; uniform ivec2 uBVertexPositionDimensions; uniform ivec2 uBVertexPathIDDimensions; uniform sampler2D uBVertexPosition; uniform sampler2D uBVertexPathID; 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); vec2 position; if (abs(leftPosition.x - rightPosition.x) > EPSILON) { leftPosition = transformVertexPosition(leftPosition, uTransform); rightPosition = transformVertexPosition(rightPosition, uTransform); vec2 verticalExtents = vec2(min(leftPosition.y, rightPosition.y), max(leftPosition.y, rightPosition.y)); vec4 roundedExtents = vec4(floor(vec2(leftPosition.x, verticalExtents.x)), ceil(vec2(rightPosition.x, verticalExtents.y))); // FIXME(pcwalton): Use a separate VBO for this. vec2 quadPosition = (aQuadPosition + 1.0) * 0.5; position = mix(roundedExtents.xy, roundedExtents.zw, quadPosition); position = convertScreenToClipSpace(position, uFramebufferSize); } else { position = vec2(0.0); } int pathID = fetchUInt16Data(uBVertexPathID, pointIndices.x, uBVertexPathIDDimensions); float depth = convertPathIndexToDepthValue(pathID); gl_Position = vec4(position, depth, 1.0); vEndpoints = vec4(leftPosition, rightPosition); }