// pathfinder/shaders/gles2/ecaa-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. precision highp float; uniform mat4 uTransform; uniform vec4 uHints; uniform ivec2 uFramebufferSize; uniform ivec2 uPathTransformDimensions; uniform ivec2 uPathBoundsDimensions; uniform sampler2D uPathTransform; uniform sampler2D uPathBounds; uniform vec2 uEmboldenAmount; attribute vec2 aQuadPosition; attribute vec2 aLeftPosition; attribute vec2 aControlPointPosition; attribute vec2 aRightPosition; attribute float aPathID; attribute vec3 aNormalAngles; varying vec4 vEndpoints; varying vec2 vControlPoint; varying float vWinding; void main() { vec2 leftPosition = aLeftPosition; vec2 controlPointPosition = aControlPointPosition; vec2 rightPosition = aRightPosition; int pathID = int(aPathID); float leftNormalAngle = aNormalAngles.x; float controlPointNormalAngle = aNormalAngles.y; float rightNormalAngle = aNormalAngles.z; vec4 transform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions); vec4 bounds = fetchFloat4Data(uPathBounds, pathID, uPathBoundsDimensions); // Transform the points, and compute the position of this vertex. vec2 position; float winding; if (computeECAAQuadPosition(position, winding, leftPosition, rightPosition, aQuadPosition, uFramebufferSize, transform, uTransform, uHints, bounds, leftNormalAngle, rightNormalAngle, uEmboldenAmount)) { controlPointPosition = dilatePosition(controlPointPosition, controlPointNormalAngle, uEmboldenAmount); controlPointPosition = hintPosition(controlPointPosition, uHints); controlPointPosition = transformVertexPositionST(controlPointPosition, transform); controlPointPosition = transformVertexPosition(controlPointPosition, uTransform); controlPointPosition = convertClipToScreenSpace(controlPointPosition, uFramebufferSize); } float depth = convertPathIndexToViewportDepthValue(pathID); gl_Position = vec4(position, depth, 1.0); vEndpoints = vec4(leftPosition, rightPosition); vControlPoint = controlPointPosition; vWinding = winding; }