// pathfinder/shaders/gles2/mcaa-cover.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 vec4 uTransformST; uniform vec4 uHints; uniform ivec2 uFramebufferSize; uniform ivec2 uPathTransformSTDimensions; uniform sampler2D uPathTransformST; attribute vec2 aQuadPosition; attribute vec2 aUpperLeftPosition; attribute vec2 aLowerRightPosition; attribute float aPathID; varying vec2 vHorizontalExtents; void main() { int pathID = int(aPathID); vec4 transformST = fetchFloat4Data(uPathTransformST, pathID, uPathTransformSTDimensions); vec2 upperLeftPosition = computeMCAAPosition(aUpperLeftPosition, uHints, transformST, uTransformST, uFramebufferSize); vec2 lowerRightPosition = computeMCAAPosition(aLowerRightPosition, uHints, transformST, uTransformST, uFramebufferSize); vHorizontalExtents = vec2(upperLeftPosition.x, lowerRightPosition.x); vec4 extents = vec4(upperLeftPosition.x, ceil(upperLeftPosition.y), lowerRightPosition); vec2 position = computeXCAAClipSpaceQuadPosition(extents, aQuadPosition, uFramebufferSize); float depth = convertPathIndexToViewportDepthValue(pathID); gl_Position = vec4(position, depth, 1.0); }