pathfinder/shaders/tile_alpha_vertex.inc.glsl

46 lines
1.5 KiB
GLSL

// pathfinder/shaders/tile_alpha_vertex.inc.glsl
//
// Copyright © 2019 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.
uniform vec2 uFramebufferSize;
uniform vec2 uTileSize;
uniform vec2 uStencilTextureSize;
uniform vec2 uViewBoxOrigin;
in vec2 aTessCoord;
in uvec3 aTileOrigin;
in int aBackdrop;
in uint aTileIndex;
out vec2 vTexCoord;
out float vBackdrop;
out vec4 vColor;
vec4 getColor();
vec2 computeTileOffset(uint tileIndex, float stencilTextureWidth) {
uint tilesPerRow = uint(stencilTextureWidth / uTileSize.x);
uvec2 tileOffset = uvec2(tileIndex % tilesPerRow, tileIndex / tilesPerRow);
return vec2(tileOffset) * uTileSize;
}
void computeVaryings() {
vec2 origin = vec2(aTileOrigin.xy) + vec2(aTileOrigin.z & 15u, aTileOrigin.z >> 4u) * 256.0;
vec2 pixelPosition = (origin + aTessCoord) * uTileSize + uViewBoxOrigin;
vec2 position = (pixelPosition / uFramebufferSize * 2.0 - 1.0) * vec2(1.0, -1.0);
vec2 maskTexCoordOrigin = computeTileOffset(aTileIndex, uStencilTextureSize.x);
vec2 maskTexCoord = maskTexCoordOrigin + aTessCoord * uTileSize;
vTexCoord = maskTexCoord / uStencilTextureSize;
vBackdrop = float(aBackdrop);
vColor = getColor();
gl_Position = vec4(position, 0.0, 1.0);
}