pathfinder/demo2/stencil.vs.glsl

59 lines
1.6 KiB
GLSL

#version 300 es
// pathfinder/demo2/stencil.vs.glsl
//
// Copyright © 2018 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 vec2 uFramebufferSize;
uniform vec2 uTileSize;
in vec2 aTessCoord;
in uint aFromPx;
in uint aToPx;
in vec2 aFromSubpx;
in vec2 aToSubpx;
in uint aTileIndex;
out vec2 vFrom;
out vec2 vTo;
vec2 computeTileOffset(uint tileIndex, float stencilTextureWidth) {
uint tilesPerRow = uint(stencilTextureWidth / uTileSize.x);
uvec2 tileOffset = uvec2(aTileIndex % tilesPerRow, aTileIndex / tilesPerRow);
return vec2(tileOffset) * uTileSize;
}
void main() {
vec2 tileOrigin = computeTileOffset(aTileIndex, uFramebufferSize.x);
vec2 from = vec2(aFromPx & 15u, aFromPx >> 4u) + aFromSubpx;
vec2 to = vec2(aToPx & 15u, aToPx >> 4u) + aToSubpx;
vec2 position;
bool zeroArea = !(abs(from.x - to.x) > 0.1) || !(abs(uTileSize.y - min(from.y, to.y)) > 0.1);
if (aTessCoord.x < 0.5)
position.x = floor(min(from.x, to.x));
else
position.x = ceil(max(from.x, to.x));
if (aTessCoord.y < 0.5)
position.y = floor(min(from.y, to.y));
else
position.y = uTileSize.y;
vFrom = from - position;
vTo = to - position;
if (zeroArea)
gl_Position = vec4(0.0);
else
gl_Position = vec4((tileOrigin + position) / uFramebufferSize * 2.0 - 1.0, 0.0, 1.0);
}