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

77 lines
2.9 KiB
GLSL

// pathfinder/shaders/gles2/ecaa-curve.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.
precision highp float;
uniform vec4 uTransformST;
uniform vec4 uHints;
uniform ivec2 uFramebufferSize;
uniform ivec2 uPathTransformDimensions;
uniform ivec2 uPathBoundsDimensions;
uniform sampler2D uPathTransform;
uniform sampler2D uPathBounds;
uniform vec2 uEmboldenAmount;
attribute vec2 aQuadPosition;
attribute vec2 aLeftPosition;
attribute vec2 aControlPointPosition;
attribute vec2 aRightPosition;
attribute vec3 aNormalAngles;
attribute float aPathID;
varying vec4 vEndpoints;
varying vec2 vControlPoint;
varying float vWinding;
void main() {
vec2 leftPosition = aLeftPosition;
vec2 controlPointPosition = aControlPointPosition;
vec2 rightPosition = aRightPosition;
int pathID = int(aPathID);
float leftNormalAngle = aNormalAngles.x;
float controlPointNormalAngle = aNormalAngles.y;
float rightNormalAngle = aNormalAngles.z;
vec4 transform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
vec4 bounds = fetchFloat4Data(uPathBounds, pathID, uPathBoundsDimensions);
// Transform the points, and compute the position of this vertex.
vec2 position;
float winding;
if (computeECAAQuadPosition(position,
winding,
leftPosition,
rightPosition,
aQuadPosition,
uFramebufferSize,
transform,
uTransformST,
uHints,
bounds,
leftNormalAngle,
rightNormalAngle,
uEmboldenAmount)) {
controlPointPosition = dilatePosition(controlPointPosition,
controlPointNormalAngle,
uEmboldenAmount);
controlPointPosition = hintPosition(controlPointPosition, uHints);
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;
vWinding = winding;
}