#version {{version}} precision highp float; uniform vec2 uFramebufferSize; uniform vec2 uTileSize; in vec2 aTessCoord; in uint aFromPx; in uint aToPx; in vec2 aFromSubpx; in vec2 aToSubpx; in uint aTileIndex; out vec2 vFrom; out vec2 vTo; vec2 computeTileOffset(uint tileIndex, float stencilTextureWidth){ uint tilesPerRow = uint(stencilTextureWidth / uTileSize . x); uvec2 tileOffset = uvec2(aTileIndex % tilesPerRow, aTileIndex / tilesPerRow); return vec2(tileOffset)* uTileSize; } void main(){ vec2 tileOrigin = computeTileOffset(aTileIndex, uFramebufferSize . x); vec2 from = vec2(aFromPx & 15u, aFromPx >> 4u)+ aFromSubpx; vec2 to = vec2(aToPx & 15u, aToPx >> 4u)+ aToSubpx; vec2 position; if(aTessCoord . x < 0.5) position . x = floor(min(from . x, to . x)); else position . x = ceil(max(from . x, to . x)); if(aTessCoord . y < 0.5) position . y = floor(min(from . y, to . y)); else position . y = uTileSize . y; vFrom = from - position; vTo = to - position; gl_Position = vec4((tileOrigin + position)/ uFramebufferSize * 2.0 - 1.0, 0.0, 1.0); }