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// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include <impeller/transform.glsl>
#include <impeller/types.glsl>
uniform FrameInfo {
mat4 mvp;
mat4 entity_transform;
vec2 atlas_size;
vec2 offset;
float is_translation_scale;
}
frame_info;
// XYWH.
in vec4 atlas_glyph_bounds;
// XYWH
in vec4 glyph_bounds;
in vec2 unit_position;
in vec2 glyph_position;
out vec2 v_uv;
mat4 basis(mat4 m) {
return mat4(m[0][0], m[0][1], m[0][2], 0.0, //
m[1][0], m[1][1], m[1][2], 0.0, //
m[2][0], m[2][1], m[2][2], 0.0, //
0.0, 0.0, 0.0, 1.0 //
);
}
vec2 project(mat4 m, vec2 v) {
float w = v.x * m[0][3] + v.y * m[1][3] + m[3][3];
vec2 result = vec2(v.x * m[0][0] + v.y * m[1][0] + m[3][0],
v.x * m[0][1] + v.y * m[1][1] + m[3][1]);
// This is Skia's behavior, but it may be reasonable to allow UB for the w=0
// case.
if (w != 0) {
w = 1 / w;
}
return result * w;
}
void main() {
vec2 screen_offset =
round(project(frame_info.entity_transform, frame_info.offset));
// For each glyph, we compute two rectangles. One for the vertex positions
// and one for the texture coordinates (UVs).
vec2 uv_origin = (atlas_glyph_bounds.xy - vec2(0.5)) / frame_info.atlas_size;
vec2 uv_size = (atlas_glyph_bounds.zw + vec2(1)) / frame_info.atlas_size;
// Rounding here prevents most jitter between glyphs in the run when
// nearest sampling.
mat4 basis_transform = basis(frame_info.entity_transform);
vec2 screen_glyph_position =
screen_offset +
round(project(basis_transform, (glyph_position + glyph_bounds.xy)));
vec4 position;
if (frame_info.is_translation_scale == 1.0) {
// Rouding up here prevents the bounds from becoming 1 pixel too small
// when nearest sampling. This path breaks down for projections.
position = vec4(
screen_glyph_position +
ceil(project(basis_transform, unit_position * glyph_bounds.zw)),
0.0, 1.0);
} else {
position = frame_info.entity_transform *
vec4(frame_info.offset + glyph_position + glyph_bounds.xy +
unit_position * glyph_bounds.zw,
0.0, 1.0);
}
gl_Position = frame_info.mvp * position;
v_uv = uv_origin + unit_position * uv_size;
}