// pathfinder/shaders/gles2/direct-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 the quadratic Loop-Blinn formulation to render curved parts of //! the mesh. //! //! This shader performs no antialiasing; if you want antialiased output from //! this shader, use MSAA with sample-level shading (GL 4.x) or else perform //! SSAA by rendering to a higher-resolution framebuffer and downsampling (GL //! 3.x and below). //! //! If you know your mesh has no curves (i.e. it consists solely of polygons), //! then you don't need to run this shader. precision highp float; /// A 3D transform to be applied to all points. uniform mat4 uTransform; /// Vertical snapping positions. uniform vec4 uHints; /// The size of the path colors texture in texels. uniform ivec2 uPathColorsDimensions; /// The fill color for each path. uniform sampler2D uPathColors; /// The size of the path transform buffer texture in texels. uniform ivec2 uPathTransformSTDimensions; /// The path transform buffer texture, one path dilation per texel. uniform sampler2D uPathTransformST; /// The size of the extra path transform factors buffer texture in texels. uniform ivec2 uPathTransformExtDimensions; /// The extra path transform factors buffer texture, packed two path transforms per texel. uniform sampler2D uPathTransformExt; /// The 2D position of this point. attribute vec2 aPosition; /// The vertex ID. In OpenGL 3.0+, this can be omitted in favor of `gl_VertexID`. attribute float aVertexID; /// The path ID, starting from 1. attribute float aPathID; /// The fill color of this path. varying vec4 vColor; /// The outgoing abstract Loop-Blinn texture coordinate. varying vec2 vTexCoord; void main() { int pathID = int(aPathID); int vertexID = int(aVertexID); vec2 pathTransformExt; vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt, uPathTransformST, uPathTransformSTDimensions, uPathTransformExt, uPathTransformExtDimensions, pathID); vec2 position = hintPosition(aPosition, uHints); position = transformVertexPositionAffine(position, pathTransformST, pathTransformExt); position = transformVertexPosition(position, uTransform); float depth = convertPathIndexToViewportDepthValue(pathID); gl_Position = vec4(position, depth, 1.0); int vertexIndex = imod(vertexID, 3); vec2 texCoord = vec2(float(vertexIndex) * 0.5, float(vertexIndex == 2)); vColor = fetchFloat4Data(uPathColors, pathID, uPathColorsDimensions); vTexCoord = texCoord; }