pathfinder/shaders/gles2/ecaa-curve.vs.glsl

68 lines
2.7 KiB
GLSL

// pathfinder/shaders/gles2/ecaa-curve.vs.glsl
//
// Copyright (c) 2017 Mozilla Foundation
precision highp float;
uniform vec4 uTransformST;
uniform ivec2 uFramebufferSize;
uniform ivec2 uBVertexPositionDimensions;
uniform ivec2 uBVertexPathIDDimensions;
uniform ivec2 uPathTransformDimensions;
uniform ivec2 uPathHintsDimensions;
uniform sampler2D uBVertexPosition;
uniform sampler2D uBVertexPathID;
uniform sampler2D uPathTransform;
uniform sampler2D uPathHints;
uniform bool uLowerPart;
attribute vec2 aQuadPosition;
attribute vec4 aCurveEndpointIndices;
attribute vec2 aCurveControlPointIndex;
varying vec4 vEndpoints;
varying vec2 vControlPoint;
void main() {
// Fetch B-vertex positions.
ivec3 pointIndices = ivec3(unpackUInt32Attribute(aCurveEndpointIndices.xy),
unpackUInt32Attribute(aCurveEndpointIndices.zw),
unpackUInt32Attribute(aCurveControlPointIndex));
vec2 leftPosition = fetchFloat2Data(uBVertexPosition,
pointIndices.x,
uBVertexPositionDimensions);
vec2 rightPosition = fetchFloat2Data(uBVertexPosition,
pointIndices.y,
uBVertexPositionDimensions);
vec2 controlPointPosition = fetchFloat2Data(uBVertexPosition,
pointIndices.z,
uBVertexPositionDimensions);
int pathID = fetchUInt16Data(uBVertexPathID, pointIndices.x, uBVertexPathIDDimensions);
vec4 hints = fetchFloat4Data(uPathHints, pathID, uPathHintsDimensions);
vec4 transform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
// Transform the points, and compute the position of this vertex.
vec2 position;
if (computeQuadPosition(position,
leftPosition,
rightPosition,
aQuadPosition,
uFramebufferSize,
transform,
uTransformST,
hints)) {
controlPointPosition = hintPosition(controlPointPosition, hints);
controlPointPosition = transformVertexPositionST(controlPointPosition, transform);
controlPointPosition = transformVertexPositionST(controlPointPosition, uTransformST);
controlPointPosition = convertClipToScreenSpace(controlPointPosition, uFramebufferSize);
}
float depth = convertPathIndexToViewportDepthValue(pathID);
gl_Position = vec4(position, depth, 1.0);
vEndpoints = vec4(leftPosition, rightPosition);
vControlPoint = controlPointPosition;
}