55 lines
1.6 KiB
GLSL
55 lines
1.6 KiB
GLSL
#version {{version}}
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// Automatically generated from files in pathfinder/shaders/. Do not edit!
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uniform vec4 uTileSize[1];
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uniform vec4 uFramebufferSize[1];
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layout(location = 5) in uint aTileIndex;
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layout(location = 3) in uint aFromPx;
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layout(location = 1) in vec2 aFromSubpx;
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layout(location = 4) in uint aToPx;
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layout(location = 2) in vec2 aToSubpx;
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layout(location = 0) in uvec2 aTessCoord;
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layout(location = 0) out vec2 vFrom;
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layout(location = 1) out vec2 vTo;
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vec2 computeTileOffset(uint tileIndex, float stencilTextureWidth)
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{
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uint tilesPerRow = uint(stencilTextureWidth / uTileSize[0].x);
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uvec2 tileOffset = uvec2(tileIndex % tilesPerRow, tileIndex / tilesPerRow);
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return (vec2(tileOffset) * uTileSize[0].xy) * vec2(1.0, 0.25);
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}
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void main()
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{
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uint param = aTileIndex;
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float param_1 = uFramebufferSize[0].x;
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vec2 tileOrigin = computeTileOffset(param, param_1);
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vec2 from = vec2(float(aFromPx & 15u), float(aFromPx >> 4u)) + aFromSubpx;
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vec2 to = vec2(float(aToPx & 15u), float(aToPx >> 4u)) + aToSubpx;
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vec2 position;
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if (aTessCoord.x == 0u)
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{
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position.x = floor(min(from.x, to.x));
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}
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else
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{
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position.x = ceil(max(from.x, to.x));
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}
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if (aTessCoord.y == 0u)
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{
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position.y = floor(min(from.y, to.y));
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}
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else
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{
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position.y = uTileSize[0].y;
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}
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position.y = floor(position.y * 0.25);
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vec2 offset = vec2(0.0, 1.5) - (position * vec2(1.0, 4.0));
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vFrom = from + offset;
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vTo = to + offset;
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vec2 globalPosition = (((tileOrigin + position) / uFramebufferSize[0].xy) * 2.0) - vec2(1.0);
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gl_Position = vec4(globalPosition, 0.0, 1.0);
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}
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