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

41 lines
1.1 KiB
GLSL

// pathfinder/shaders/gles2/direct-curve.vs.glsl
//
// Copyright (c) 2017 Mozilla Foundation
precision highp float;
uniform mat4 uTransform;
uniform ivec2 uFramebufferSize;
uniform ivec2 uPathColorsDimensions;
uniform ivec2 uPathTransformDimensions;
uniform sampler2D uPathColors;
uniform sampler2D uPathTransform;
attribute vec2 aPosition;
attribute vec2 aTexCoord;
attribute float aPathID;
attribute float aSign;
varying vec4 vColor;
varying vec2 vPathID;
varying vec2 vTexCoord;
varying float vSign;
void main() {
int pathID = int(aPathID);
vec4 pathTransform = fetchFloat4Data(uPathTransform, pathID, uPathTransformDimensions);
vec2 position = transformVertexPositionST(aPosition, pathTransform);
position = transformVertexPosition(position, uTransform);
position = convertScreenToClipSpace(position, uFramebufferSize);
float depth = convertPathIndexToViewportDepthValue(pathID);
gl_Position = vec4(position, depth, 1.0);
vColor = fetchFloat4Data(uPathColors, pathID, uPathColorsDimensions);
vPathID = packPathID(pathID);
vTexCoord = vec2(aTexCoord) / 2.0;
vSign = aSign;
}