// pathfinder/shaders/gles2/ecaa-transformed-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 *edge coverage antialiasing* (ECAA) for curved path segments, //! performing splitting as necessary. //! //! This shader expects to render to the red channel of a floating point color //! buffer. Half precision floating point should be sufficient. //! //! This is a two-pass shader. It must be run twice, first with `uPassIndex` //! equal to 0, and then with `uPassIndex` equal to 1. //! //! Use this shader only when *all* of the following are true: //! //! 1. You are only rendering monochrome paths such as text. (Otherwise, //! consider MCAA.) //! //! 2. The paths are relatively small, so overdraw is not a concern. //! (Otherwise, consider MCAA.) //! //! 3. Your transform contains perspective, rotation, or skew. (Otherwise, //! consider `ecaa-curve`, which is faster and saves a pass.) precision highp float; /// A 3D transform to be applied to all points. uniform mat4 uTransform; /// Vertical snapping positions. uniform vec4 uHints; /// The framebuffer size in pixels. uniform ivec2 uFramebufferSize; /// The size of the path bounds texture in texels. uniform ivec2 uPathBoundsDimensions; /// The path bounds texture, one rect per path ID. uniform sampler2D uPathBounds; /// 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 amount of faux-bold to apply, in local path units. uniform vec2 uEmboldenAmount; /// The pass index: 0 or 1. /// /// This is a multipass algorithm: first, issue a draw call with this value set to 0; then, issue /// an identical draw call with this value set to 1. uniform int uPassIndex; 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); vec2 pathTransformExt; vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt, uPathTransformST, uPathTransformSTDimensions, uPathTransformExt, uPathTransformExtDimensions, pathID); vec4 bounds = fetchFloat4Data(uPathBounds, pathID, uPathBoundsDimensions); // Transform the points. leftPosition = computeECAAPosition(leftPosition, aNormalAngles.x, uEmboldenAmount, uHints, pathTransformST, pathTransformExt, uTransform, uFramebufferSize); rightPosition = computeECAAPosition(rightPosition, aNormalAngles.z, uEmboldenAmount, uHints, pathTransformST, pathTransformExt, uTransform, uFramebufferSize); controlPointPosition = computeECAAPosition(controlPointPosition, aNormalAngles.y, uEmboldenAmount, uHints, pathTransformST, pathTransformExt, uTransform, uFramebufferSize); float winding; vec3 leftTopRightEdges; if (!splitCurveAndComputeECAAWinding(winding, leftTopRightEdges, leftPosition, rightPosition, controlPointPosition, uPassIndex)) { gl_Position = vec4(0.0); return; } vec2 position = computeECAAQuadPositionFromTransformedPositions(leftPosition, rightPosition, aQuadPosition, uFramebufferSize, pathTransformST, pathTransformExt, uTransform, bounds, leftTopRightEdges); float depth = convertPathIndexToViewportDepthValue(pathID); gl_Position = vec4(position, depth, 1.0); vEndpoints = vec4(leftPosition, rightPosition); vControlPoint = controlPointPosition; vWinding = winding; }