// pathfinder/shaders/gles2/direct-interior.vs.glsl // // Copyright (c) 2017 Mozilla Foundation #version 100 precision highp float; uniform mat4 uTransform; uniform ivec2 uFramebufferSize; uniform int uMaxTextureSize; uniform ivec2 uPathColorsDimensions; uniform sampler2D uPathColors; attribute vec2 aPosition; attribute int aPathIndex; varying vec4 vColor; void main() { vec2 position = transformVertexPosition(aPosition, uTransform); position = convertScreenToClipSpace(position, uFramebufferSize); float depth = convertPathIndexToDepthValue(aPathIndex); gl_Position = vec4(position, depth, 1.0); vColor = fetchFloat4Data(uPathColors, aPathIndex, uPathColorsDimensions); }