// pathfinder/shaders/gles2/direct-3d-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. //! A version of `direct-curve` that takes each vertex's Z value from the //! transform instead of the path ID. //! //! FIXME(pcwalton): For CSS 3D transforms, I think `direct-curve` will need //! to do what this shader does. Perhaps these two shaders should be unified… precision highp float; /// A 3D transform to be applied to all points. uniform mat4 uTransform; /// The size of the path transform buffer texture in texels. uniform ivec2 uPathTransformSTDimensions; /// The path transform buffer texture, one dilation per path ID. 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 size of the path colors buffer texture in texels. uniform ivec2 uPathColorsDimensions; /// The path colors buffer texture, one color per path ID. uniform sampler2D uPathColors; /// The amount of faux-bold to apply, in local path units. uniform vec2 uEmboldenAmount; /// The 2D position of this point. attribute vec2 aPosition; /// The abstract Loop-Blinn texture coordinate for this point. attribute vec2 aTexCoord; /// The path ID, starting from 1. attribute float aPathID; /// Specifies whether this is a concave or convex curve. attribute float aSign; /// The angle of the 2D normal for this point. attribute float aNormalAngle; /// The fill color of this path. varying vec4 vColor; /// The outgoing abstract Loop-Blinn texture coordinate. varying vec2 vTexCoord; /// Specifies whether this is a concave or convex curve. varying float vSign; void main() { int pathID = int(aPathID); vec2 pathTransformExt; vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt, uPathTransformST, uPathTransformSTDimensions, uPathTransformExt, uPathTransformExtDimensions, pathID); vec2 position = dilatePosition(aPosition, aNormalAngle, uEmboldenAmount); position = transformVertexPositionAffine(position, pathTransformST, pathTransformExt); gl_Position = uTransform * vec4(position, 0.0, 1.0); vColor = fetchFloat4Data(uPathColors, pathID, uPathColorsDimensions); vTexCoord = vec2(aTexCoord) / 2.0; vSign = aSign; }