// pathfinder/shaders/gles2/ecaa-multi-edge-mask-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. precision highp float; uniform mat4 uTransform; uniform ivec2 uFramebufferSize; uniform ivec2 uPathTransformSTDimensions; uniform sampler2D uPathTransformST; uniform ivec2 uPathTransformExtDimensions; uniform sampler2D uPathTransformExt; uniform int uPassIndex; attribute vec2 aQuadPosition; attribute vec2 aLeftPosition; attribute vec2 aControlPointPosition; attribute vec2 aRightPosition; attribute float aPathID; varying vec4 vEndpoints; varying vec2 vControlPoint; 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); // Transform the points. leftPosition = transformECAAPositionToScreenSpace(leftPosition, pathTransformST, pathTransformExt, uTransform, uFramebufferSize); rightPosition = transformECAAPositionToScreenSpace(rightPosition, pathTransformST, pathTransformExt, uTransform, uFramebufferSize); controlPointPosition = transformECAAPositionToScreenSpace(controlPointPosition, pathTransformST, pathTransformExt, uTransform, uFramebufferSize); float winding = computeECAAWinding(leftPosition, rightPosition); if (winding == 0.0) { gl_Position = vec4(0.0); return; } vec4 extents = vec4(leftPosition.x, min(leftPosition.y, rightPosition.y), rightPosition.y, max(leftPosition.y, rightPosition.y)); vec2 position = computeXCAAClipSpaceQuadPosition(extents, aQuadPosition, uFramebufferSize); float depth = convertPathIndexToViewportDepthValue(pathID); gl_Position = vec4(position, depth, 1.0); vEndpoints = vec4(leftPosition, rightPosition); vControlPoint = controlPointPosition; }