85 lines
4.1 KiB
GLSL
85 lines
4.1 KiB
GLSL
// pathfinder/shaders/gles2/ecaa-cover.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 vec4 uTransformST;
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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 ivec2 uPathTransformDimensions;
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uniform ivec2 uPathHintsDimensions;
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uniform sampler2D uBVertexPosition;
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uniform sampler2D uBVertexPathID;
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uniform sampler2D uPathTransform;
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uniform sampler2D uPathHints;
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attribute vec2 aQuadPosition;
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attribute vec4 aUpperPointIndices;
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attribute vec4 aLowerPointIndices;
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varying vec2 vHorizontalExtents;
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void main() {
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// Fetch B-vertex positions.
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// FIXME(pcwalton): This could be slightly optimized to fetch fewer positions.
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ivec4 pointIndices = ivec4(unpackUInt32Attribute(aUpperPointIndices.xy),
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unpackUInt32Attribute(aUpperPointIndices.zw),
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unpackUInt32Attribute(aLowerPointIndices.xy),
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unpackUInt32Attribute(aLowerPointIndices.zw));
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vec2 upperLeftPosition = fetchFloat2Data(uBVertexPosition,
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pointIndices.x,
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uBVertexPositionDimensions);
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vec2 upperRightPosition = fetchFloat2Data(uBVertexPosition,
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pointIndices.y,
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uBVertexPositionDimensions);
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vec2 lowerLeftPosition = fetchFloat2Data(uBVertexPosition,
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pointIndices.z,
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uBVertexPositionDimensions);
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vec2 lowerRightPosition = fetchFloat2Data(uBVertexPosition,
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pointIndices.w,
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uBVertexPositionDimensions);
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int pathID = fetchUInt16Data(uBVertexPathID, pointIndices.x, uBVertexPathIDDimensions);
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vec4 hints = fetchFloat4Data(uPathHints, pathID, uPathHintsDimensions);
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vec4 transform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
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upperLeftPosition = hintPosition(upperLeftPosition, hints);
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upperRightPosition = hintPosition(upperRightPosition, hints);
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lowerLeftPosition = hintPosition(lowerLeftPosition, hints);
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lowerRightPosition = hintPosition(lowerRightPosition, hints);
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upperLeftPosition = transformVertexPositionST(upperLeftPosition, transform);
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upperRightPosition = transformVertexPositionST(upperRightPosition, transform);
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lowerLeftPosition = transformVertexPositionST(lowerLeftPosition, transform);
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lowerRightPosition = transformVertexPositionST(lowerRightPosition, transform);
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upperLeftPosition = transformVertexPositionST(upperLeftPosition, uTransformST);
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upperRightPosition = transformVertexPositionST(upperRightPosition, uTransformST);
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lowerLeftPosition = transformVertexPositionST(lowerLeftPosition, uTransformST);
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lowerRightPosition = transformVertexPositionST(lowerRightPosition, uTransformST);
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upperLeftPosition = convertClipToScreenSpace(upperLeftPosition, uFramebufferSize);
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upperRightPosition = convertClipToScreenSpace(upperRightPosition, uFramebufferSize);
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lowerLeftPosition = convertClipToScreenSpace(lowerLeftPosition, uFramebufferSize);
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lowerRightPosition = convertClipToScreenSpace(lowerRightPosition, uFramebufferSize);
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vec4 extents = vec4(min(upperLeftPosition.x, lowerLeftPosition.x),
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min(min(upperLeftPosition.y, upperRightPosition.y),
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min(lowerLeftPosition.y, lowerRightPosition.y)),
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max(upperRightPosition.x, lowerRightPosition.x),
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max(max(upperLeftPosition.y, upperRightPosition.y),
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max(lowerLeftPosition.y, lowerRightPosition.y)));
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vec4 roundedExtents = vec4(floor(extents.xy), ceil(extents.zw));
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vec2 position = mix(roundedExtents.xy, roundedExtents.zw, aQuadPosition);
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position = convertScreenToClipSpace(position, uFramebufferSize);
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float depth = convertPathIndexToViewportDepthValue(pathID);
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gl_Position = vec4(position, depth, 1.0);
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vHorizontalExtents = extents.xz;
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}
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