47 lines
1.1 KiB
GLSL
47 lines
1.1 KiB
GLSL
#version 330
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uniform mat4 u_Transform;
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uniform float u_Scale;
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layout(location = 0) in vec2 i_Pos;
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layout(location = 1) in vec2 i_Scale;
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layout(location = 2) in vec4 i_Color;
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layout(location = 3) in vec4 i_BorderColor;
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layout(location = 4) in float i_BorderRadius;
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layout(location = 5) in float i_BorderWidth;
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out vec4 v_Color;
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out vec4 v_BorderColor;
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out vec2 v_Pos;
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out vec2 v_Scale;
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out float v_BorderRadius;
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out float v_BorderWidth;
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const vec2 positions[4] = vec2[](
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vec2(0.0, 0.0),
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vec2(0.0, 1.0),
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vec2(1.0, 0.0),
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vec2(1.0, 1.0)
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);
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void main() {
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vec2 q_Pos = positions[gl_VertexID];
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vec2 p_Pos = i_Pos * u_Scale;
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vec2 p_Scale = i_Scale * u_Scale;
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mat4 i_Transform = mat4(
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vec4(p_Scale.x + 1.0, 0.0, 0.0, 0.0),
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vec4(0.0, p_Scale.y + 1.0, 0.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0)
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);
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v_Color = i_Color;
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v_BorderColor = i_BorderColor;
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v_Pos = p_Pos;
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v_Scale = p_Scale;
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v_BorderRadius = i_BorderRadius * u_Scale;
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v_BorderWidth = i_BorderWidth * u_Scale;
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gl_Position = u_Transform * i_Transform * vec4(q_Pos, 0.0, 1.0);
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}
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