// pathfinder/shaders/gles2/ecaa-transformed-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 vec4 uHints; uniform ivec2 uFramebufferSize; uniform ivec2 uPathTransformSTDimensions; uniform sampler2D uPathTransformST; uniform ivec2 uPathTransformExtDimensions; uniform sampler2D uPathTransformExt; uniform ivec2 uPathBoundsDimensions; uniform sampler2D uPathBounds; uniform vec2 uEmboldenAmount; uniform int uPassIndex; attribute vec2 aQuadPosition; attribute vec2 aLeftPosition; attribute vec2 aControlPointPosition; attribute vec2 aRightPosition; attribute float aPathID; attribute vec3 aNormalAngles; varying vec4 vEndpoints; varying vec2 vControlPoint; varying float vWinding; 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); vec4 bounds = fetchFloat4Data(uPathBounds, pathID, uPathBoundsDimensions); // Transform the points. leftPosition = computeECAAPosition(leftPosition, aNormalAngles.x, uEmboldenAmount, uHints, pathTransformST, pathTransformExt, uTransform, uFramebufferSize); rightPosition = computeECAAPosition(rightPosition, aNormalAngles.z, uEmboldenAmount, uHints, pathTransformST, pathTransformExt, uTransform, uFramebufferSize); controlPointPosition = computeECAAPosition(controlPointPosition, aNormalAngles.y, uEmboldenAmount, uHints, pathTransformST, pathTransformExt, uTransform, uFramebufferSize); float winding; vec3 leftTopRightEdges; if (!splitCurveAndComputeECAAWinding(winding, leftTopRightEdges, leftPosition, rightPosition, controlPointPosition, uPassIndex)) { gl_Position = vec4(0.0); return; } vec2 position = computeECAAQuadPositionFromTransformedPositions(leftPosition, rightPosition, aQuadPosition, uFramebufferSize, pathTransformST, pathTransformExt, uTransform, bounds, leftTopRightEdges); float depth = convertPathIndexToViewportDepthValue(pathID); gl_Position = vec4(position, depth, 1.0); vEndpoints = vec4(leftPosition, rightPosition); vControlPoint = controlPointPosition; vWinding = winding; }