46 lines
1.5 KiB
GLSL
46 lines
1.5 KiB
GLSL
#version 300 es
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// pathfinder/demo2/cover.vs.glsl
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//
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// Copyright © 2018 The Pathfinder Project Developers.
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//
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// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
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// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
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// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
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// option. This file may not be copied, modified, or distributed
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// except according to those terms.
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precision highp float;
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uniform vec2 uFramebufferSize;
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uniform vec2 uTileSize;
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uniform vec2 uStencilTextureSize;
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uniform sampler2D uFillColorsTexture;
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uniform vec2 uFillColorsTextureSize;
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uniform vec2 uViewBoxOrigin;
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in vec2 aTessCoord;
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in vec2 aTileOrigin;
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in int aBackdrop;
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in uint aObject;
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out vec2 vTexCoord;
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out float vBackdrop;
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out vec4 vColor;
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vec2 computeTileOffset(uint tileIndex, float stencilTextureWidth) {
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uint tilesPerRow = uint(stencilTextureWidth / uTileSize.x);
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uvec2 tileOffset = uvec2(tileIndex % tilesPerRow, tileIndex / tilesPerRow);
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return vec2(tileOffset) * uTileSize;
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}
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void main() {
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uint tileIndex = uint(gl_InstanceID);
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vec2 position = (aTileOrigin + aTessCoord) * uTileSize + uViewBoxOrigin;
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vec2 texCoord = computeTileOffset(tileIndex, uStencilTextureSize.x) + aTessCoord * uTileSize;
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vTexCoord = texCoord / uStencilTextureSize;
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vBackdrop = float(aBackdrop);
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vColor = texture(uFillColorsTexture, vec2(float(aObject) / uFillColorsTextureSize.x, 0.0));
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gl_Position = vec4((position / uFramebufferSize * 2.0 - 1.0) * vec2(1.0, -1.0), 0.0, 1.0);
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}
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