// pathfinder/shaders/gles2/ecaa-multi-edge-mask-line.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 uPathTransformSTDimensions; uniform sampler2D uPathTransformST; uniform ivec2 uPathTransformExtDimensions; uniform sampler2D uPathTransformExt; attribute vec2 aQuadPosition; attribute vec2 aLeftPosition; attribute vec2 aRightPosition; attribute float aPathID; varying vec4 vEndpoints; void main() { vec2 leftPosition = aLeftPosition; vec2 rightPosition = aRightPosition; int pathID = int(aPathID); vec2 pathTransformExt; vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt, uPathTransformST, uPathTransformSTDimensions, uPathTransformExt, uPathTransformExtDimensions, pathID); // Transform the points, and compute the position of this vertex. vec2 position; computeECAAMultiEdgeMaskQuadPosition(position, leftPosition, rightPosition, aQuadPosition, uFramebufferSize, pathTransformST, pathTransformExt, uTransform); float depth = convertPathIndexToViewportDepthValue(pathID); gl_Position = vec4(position, depth, 1.0); vEndpoints = vec4(leftPosition, rightPosition); }