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646a767665
Emulate them for the OpenGL ES backend because 2.0 doesn't support uniform buffers. The future d3d backend only supports uniform (constant) buffers. Signed-off-by: Elias Naur <mail@eliasnaur.com>
54 lines
1.1 KiB
GLSL
54 lines
1.1 KiB
GLSL
#version 310 es
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// SPDX-License-Identifier: Unlicense OR MIT
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precision highp float;
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layout(binding = 0) uniform Block {
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vec2 scale;
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vec2 offset;
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vec2 pathOffset;
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};
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layout(location=0) in vec2 corner;
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layout(location=1) in float maxy;
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layout(location=2) in vec2 from;
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layout(location=3) in vec2 ctrl;
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layout(location=4) in vec2 to;
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layout(location=0) out vec2 vFrom;
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layout(location=1) out vec2 vCtrl;
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layout(location=2) out vec2 vTo;
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void main() {
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// Add a one pixel overlap so curve quads cover their
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// entire curves. Could use conservative rasterization
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// if available.
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vec2 from = from + pathOffset;
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vec2 ctrl = ctrl + pathOffset;
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vec2 to = to + pathOffset;
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float maxy = maxy + pathOffset.y;
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vec2 pos;
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if (corner.x > 0.0) {
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// East.
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pos.x = max(max(from.x, ctrl.x), to.x)+1.0;
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} else {
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// West.
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pos.x = min(min(from.x, ctrl.x), to.x)-1.0;
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}
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if (corner.y > 0.0) {
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// North.
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pos.y = maxy + 1.0;
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} else {
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// South.
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pos.y = min(min(from.y, ctrl.y), to.y) - 1.0;
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}
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vFrom = from-pos;
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vCtrl = ctrl-pos;
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vTo = to-pos;
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pos *= scale;
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pos += offset;
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gl_Position = vec4(pos, 1, 1);
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}
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