pathfinder/shaders/gles2/xcaa-mono-resolve.vs.glsl

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1.0 KiB
GLSL

// pathfinder/shaders/gles2/xcaa-mono-resolve.vs.glsl
//
// Copyright (c) 2017 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
//! Renders a single-channel alpha coverage buffer to an RGB framebuffer.
precision highp float;
/// A dilation (scale and transform) to be applied to the quad.
uniform vec4 uTransformST;
/// A fixed pair of factors to be applied to the texture coordinates.
uniform vec2 uTexScale;
/// The abstract quad position: (0.0, 0.0) to (1.0, 1.0).
attribute vec2 aPosition;
/// The texture coordinates: (0.0, 0.0) to (1.0, 1.0).
attribute vec2 aTexCoord;
varying vec2 vTexCoord;
void main() {
gl_Position = vec4(transformVertexPositionST(aPosition, uTransformST), -1.0, 1.0);
vTexCoord = aTexCoord * uTexScale;
}