// pathfinder/resources/shaders/tile_solid_vertex.inc.glsl // // Copyright © 2019 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. uniform vec2 uFramebufferSize; uniform vec2 uTileSize; uniform vec2 uViewBoxOrigin; in vec2 aTessCoord; in vec2 aTileOrigin; in uint aObject; out vec4 vColor; vec4 getColor(); void computeVaryings() { vec2 pixelPosition = (aTileOrigin + aTessCoord) * uTileSize + uViewBoxOrigin; vec2 position = (pixelPosition / uFramebufferSize * 2.0 - 1.0) * vec2(1.0, -1.0); vColor = getColor(); //vColor = vec4(1.0, 0.0, 0.0, 1.0); gl_Position = vec4(position, 0.0, 1.0); }