73 lines
2.9 KiB
GLSL
73 lines
2.9 KiB
GLSL
// pathfinder/shaders/gles2/direct-3d-curve.vs.glsl
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//
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// Copyright (c) 2017 The Pathfinder Project Developers.
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//
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// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
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// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
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// option. This file may not be copied, modified, or distributed
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// except according to those terms.
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//! A version of `direct-curve` that takes each vertex's Z value from the
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//! transform instead of the path ID.
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//!
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//! FIXME(pcwalton): For CSS 3D transforms, I think `direct-curve` will need
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//! to do what this shader does. Perhaps these two shaders should be unified…
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precision highp float;
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/// A 3D transform to be applied to all points.
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uniform mat4 uTransform;
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/// The size of the path transform buffer texture in texels.
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uniform ivec2 uPathTransformSTDimensions;
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/// The path transform buffer texture, one dilation per path ID.
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uniform sampler2D uPathTransformST;
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/// The size of the extra path transform factors buffer texture in texels.
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uniform ivec2 uPathTransformExtDimensions;
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/// The extra path transform factors buffer texture, packed two path transforms per texel.
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uniform sampler2D uPathTransformExt;
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/// The size of the path colors buffer texture in texels.
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uniform ivec2 uPathColorsDimensions;
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/// The path colors buffer texture, one color per path ID.
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uniform sampler2D uPathColors;
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/// The amount of faux-bold to apply, in local path units.
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uniform vec2 uEmboldenAmount;
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/// The 2D position of this point.
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attribute vec2 aPosition;
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/// The angle of the 2D normal for this point.
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attribute float aNormalAngle;
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/// The vertex ID. In OpenGL 3.0+, this can be omitted in favor of `gl_VertexID`.
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attribute float aVertexID;
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/// The path ID, starting from 1.
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attribute float aPathID;
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/// The fill color of this path.
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varying vec4 vColor;
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/// The outgoing abstract Loop-Blinn texture coordinate.
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varying vec2 vTexCoord;
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void main() {
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int pathID = int(aPathID);
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int vertexID = int(aVertexID);
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vec2 pathTransformExt;
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vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt,
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uPathTransformST,
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uPathTransformSTDimensions,
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uPathTransformExt,
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uPathTransformExtDimensions,
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pathID);
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vec2 position = dilatePosition(aPosition, aNormalAngle, uEmboldenAmount);
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position = transformVertexPositionAffine(position, pathTransformST, pathTransformExt);
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gl_Position = uTransform * vec4(position, 0.0, 1.0);
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int vertexIndex = imod(vertexID, 3);
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vec2 texCoord = vec2(float(vertexIndex) * 0.5, float(vertexIndex == 2));
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vColor = fetchFloat4Data(uPathColors, pathID, uPathColorsDimensions);
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vTexCoord = texCoord;
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}
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