51 lines
1.2 KiB
GLSL
51 lines
1.2 KiB
GLSL
#version {{version}}
|
|
// Automatically generated from files in pathfinder/shaders/. Do not edit!
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
precision highp float;
|
|
|
|
uniform mat4 uTransform;
|
|
uniform vec2 uTileSize;
|
|
uniform vec2 uStencilTextureSize;
|
|
|
|
in uvec2 aTessCoord;
|
|
in uvec3 aTileOrigin;
|
|
in vec4 aColorTexMatrix;
|
|
in vec2 aColorTexOffset;
|
|
in int aBackdrop;
|
|
in int aTileIndex;
|
|
|
|
out vec2 vMaskTexCoord;
|
|
out vec2 vColorTexCoord;
|
|
out float vBackdrop;
|
|
|
|
vec2 computeTileOffset(uint tileIndex, float stencilTextureWidth){
|
|
uint tilesPerRow = uint(stencilTextureWidth / uTileSize . x);
|
|
uvec2 tileOffset = uvec2(tileIndex % tilesPerRow, tileIndex / tilesPerRow);
|
|
return vec2(tileOffset)* uTileSize;
|
|
}
|
|
|
|
void main(){
|
|
vec2 tileOffset = vec2(aTessCoord)* uTileSize;
|
|
vec2 origin = vec2(aTileOrigin . xy)+ vec2(aTileOrigin . z & 15u, aTileOrigin . z >> 4u)* 256.0;
|
|
vec2 position = origin * uTileSize + tileOffset;
|
|
vec2 maskTexCoordOrigin = computeTileOffset(uint(aTileIndex), uStencilTextureSize . x);
|
|
vec2 maskTexCoord = maskTexCoordOrigin + tileOffset;
|
|
|
|
vMaskTexCoord = maskTexCoord / uStencilTextureSize;
|
|
vColorTexCoord = mat2(aColorTexMatrix)* tileOffset + aColorTexOffset;
|
|
vBackdrop = float(aBackdrop);
|
|
gl_Position = uTransform * vec4(position, 0.0, 1.0);
|
|
}
|
|
|