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

37 lines
1.1 KiB
GLSL

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