pathfinder/shaders/gles2/direct-3d-curve.vs.glsl

58 lines
2.0 KiB
GLSL

// pathfinder/shaders/gles2/direct-3d-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.
//! A version of `direct-curve` that takes each vertex's Z value from the
//! transform instead of the path ID.
//!
//! FIXME(pcwalton): For CSS 3D transforms, I think `direct-curve` will need
//! to do what this shader does. Perhaps these two shaders should be unified…
precision highp float;
uniform mat4 uTransform;
uniform vec2 uEmboldenAmount;
uniform ivec2 uPathColorsDimensions;
uniform sampler2D uPathColors;
uniform ivec2 uPathTransformSTDimensions;
uniform sampler2D uPathTransformST;
uniform ivec2 uPathTransformExtDimensions;
uniform sampler2D uPathTransformExt;
attribute vec2 aPosition;
attribute vec2 aTexCoord;
attribute float aPathID;
attribute float aSign;
attribute float aNormalAngle;
varying vec4 vColor;
varying vec2 vTexCoord;
varying float vSign;
void main() {
int pathID = int(aPathID);
vec2 pathTransformExt;
vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt,
uPathTransformST,
uPathTransformSTDimensions,
uPathTransformExt,
uPathTransformExtDimensions,
pathID);
vec2 position = dilatePosition(aPosition, aNormalAngle, uEmboldenAmount);
position = transformVertexPositionAffine(position, pathTransformST, pathTransformExt);
gl_Position = uTransform * vec4(position, 0.0, 1.0);
vColor = fetchFloat4Data(uPathColors, pathID, uPathColorsDimensions);
vTexCoord = vec2(aTexCoord) / 2.0;
vSign = aSign;
}