55 lines
2.1 KiB
GLSL
55 lines
2.1 KiB
GLSL
// pathfinder/shaders/gles2/ecaa-curve.vs.glsl
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//
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// Copyright (c) 2017 Mozilla Foundation
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precision highp float;
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uniform mat4 uTransform;
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uniform ivec2 uFramebufferSize;
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uniform ivec2 uBVertexPositionDimensions;
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uniform ivec2 uBVertexPathIDDimensions;
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uniform sampler2D uBVertexPosition;
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uniform sampler2D uBVertexPathID;
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uniform bool uLowerPart;
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attribute vec2 aQuadPosition;
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attribute vec4 aCurveEndpointIndices;
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attribute vec2 aCurveControlPointIndex;
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varying vec4 vEndpoints;
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varying vec2 vControlPoint;
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void main() {
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// Fetch B-vertex positions.
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ivec3 pointIndices = ivec3(unpackUInt32Attribute(aCurveEndpointIndices.xy),
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unpackUInt32Attribute(aCurveEndpointIndices.zw),
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unpackUInt32Attribute(aCurveControlPointIndex));
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vec2 leftPosition = fetchFloat2Data(uBVertexPosition,
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pointIndices.x,
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uBVertexPositionDimensions);
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vec2 rightPosition = fetchFloat2Data(uBVertexPosition,
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pointIndices.y,
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uBVertexPositionDimensions);
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vec2 controlPointPosition = fetchFloat2Data(uBVertexPosition,
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pointIndices.z,
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uBVertexPositionDimensions);
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// Transform the points, and compute the position of this vertex.
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vec2 position;
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if (computeQuadPosition(position,
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leftPosition,
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rightPosition,
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aQuadPosition,
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uFramebufferSize,
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uTransform)) {
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controlPointPosition = transformVertexPosition(controlPointPosition, uTransform);
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}
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int pathID = fetchUInt16Data(uBVertexPathID, pointIndices.x, uBVertexPathIDDimensions);
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float depth = convertPathIndexToDepthValue(pathID);
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gl_Position = vec4(position, depth, 1.0);
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vEndpoints = vec4(leftPosition, rightPosition);
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vControlPoint = controlPointPosition;
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}
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