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// -*- 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
#ifdef GLSL120
uniform mat4 mvp;
uniform vec4 color;
uniform int mode;
uniform int strokeClosed;
#else
layout (std140) uniform Stroke
{
mat4 mvp;
vec4 color;
float feather;
float strokeWidth;
float strokeMiterLimit;
int strokeClosed;
int strokeCap;
int strokeMiterStyle;
};
#endif
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);
}
}
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