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authorDavid Thompson <dthompson2@worcester.edu>2021-08-27 16:07:38 -0400
committerDavid Thompson <dthompson2@worcester.edu>2021-08-27 16:09:23 -0400
commit9b5d364add330fc18100491bf3c57316a27183f5 (patch)
tree7799b4b8ae3224a4bdd6e4ec82db796a12b4d5c7 /data/shaders/path-stroke-vert.glsl
parent9b6c5e3ba42eace457ce96600fecd31109e976ab (diff)
graphics: path: Separate fill/stroke into different shaders.
Diffstat (limited to 'data/shaders/path-stroke-vert.glsl')
-rw-r--r--data/shaders/path-stroke-vert.glsl39
1 files changed, 39 insertions, 0 deletions
diff --git a/data/shaders/path-stroke-vert.glsl b/data/shaders/path-stroke-vert.glsl
new file mode 100644
index 0000000..5915010
--- /dev/null
+++ b/data/shaders/path-stroke-vert.glsl
@@ -0,0 +1,39 @@
+// -*- mode: c -*-
+
+#ifdef GLSL330
+layout (location = 0) in vec2 position;
+layout (location = 1) in vec2 tex;
+layout (location = 2) in float strokeLength;
+#elif defined(GLSL130)
+in vec2 position;
+in vec2 tex;
+in float strokeLength;
+#elif defined(GLSL120)
+attribute vec2 position;
+attribute vec2 tex;
+attribute float strokeLength;
+#endif
+
+#ifdef GLSL120
+varying vec2 fragTex;
+varying float fragStrokeLength;
+#else
+out vec2 fragTex;
+out float fragStrokeLength;
+#endif
+
+uniform mat4 mvp;
+uniform vec4 color;
+uniform int mode;
+uniform int strokeClosed;
+
+void main(void) {
+ // Short-circuit because the fragments will just be discarded anyway.
+ if (color.a <= 0.0) {
+ gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
+ } else {
+ fragStrokeLength = strokeLength;
+ fragTex = tex;
+ gl_Position = mvp * vec4(position.xy, 0.0, 1.0);
+ }
+}