// pathfinder/shaders/gles2/direct-interior.vs.glsl // // Copyright (c) 2017 Mozilla Foundation precision highp float; uniform mat4 uTransform; uniform ivec2 uFramebufferSize; uniform ivec2 uPathColorsDimensions; uniform sampler2D uPathColors; attribute vec2 aPosition; attribute float aPathID; varying vec4 vColor; varying vec2 vPathID; void main() { int pathID = int(aPathID); vec2 position = transformVertexPosition(aPosition, uTransform); position = convertScreenToClipSpace(position, uFramebufferSize); float depth = convertPathIndexToDepthValue(pathID); gl_Position = vec4(position, depth, 1.0); vColor = fetchFloat4Data(uPathColors, pathID, uPathColorsDimensions); vPathID = packPathID(pathID); }