// pathfinder/shaders/gles2/ecaa-line.vs.glsl // // Copyright (c) 2017 Mozilla Foundation precision highp float; uniform mat4 uTransform; uniform ivec2 uFramebufferSize; uniform ivec2 uBVertexPositionDimensions; uniform ivec2 uBVertexPathIDDimensions; uniform ivec2 uPathTransformDimensions; uniform sampler2D uBVertexPosition; uniform sampler2D uBVertexPathID; uniform sampler2D uPathTransform; uniform bool uLowerPart; attribute vec2 aQuadPosition; attribute vec4 aLineIndices; varying vec4 vEndpoints; void main() { // Fetch B-vertex positions. ivec2 pointIndices = ivec2(unpackUInt32Attribute(aLineIndices.xy), unpackUInt32Attribute(aLineIndices.zw)); vec2 leftPosition = fetchFloat2Data(uBVertexPosition, pointIndices.x, uBVertexPositionDimensions); vec2 rightPosition = fetchFloat2Data(uBVertexPosition, pointIndices.y, uBVertexPositionDimensions); int pathID = fetchUInt16Data(uBVertexPathID, pointIndices.x, uBVertexPathIDDimensions); vec4 transform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions); // Transform the points, and compute the position of this vertex. vec2 position; computeQuadPosition(position, leftPosition, rightPosition, aQuadPosition, uFramebufferSize, transform); float depth = convertPathIndexToDepthValue(pathID); gl_Position = vec4(position, depth, 1.0); vEndpoints = vec4(leftPosition, rightPosition); }