iced/glow/src/shader/core/quad.vert
2022-01-19 17:40:17 -03:00

50 lines
1.1 KiB
GLSL

uniform mat4 u_Transform;
uniform float u_Scale;
in vec2 i_Pos;
in vec2 i_Scale;
in vec4 i_Color;
in vec4 i_BorderColor;
in float i_BorderRadius;
in float i_BorderWidth;
out vec4 v_Color;
out vec4 v_BorderColor;
out vec2 v_Pos;
out vec2 v_Scale;
out float v_BorderRadius;
out float v_BorderWidth;
vec2 positions[4] = vec2[](
vec2(0.0, 0.0),
vec2(0.0, 1.0),
vec2(1.0, 0.0),
vec2(1.0, 1.0)
);
void main() {
vec2 q_Pos = positions[gl_VertexID];
vec2 p_Pos = i_Pos * u_Scale;
vec2 p_Scale = i_Scale * u_Scale;
float i_BorderRadius = min(
i_BorderRadius,
min(i_Scale.x, i_Scale.y) / 2.0
);
mat4 i_Transform = mat4(
vec4(p_Scale.x + 1.0, 0.0, 0.0, 0.0),
vec4(0.0, p_Scale.y + 1.0, 0.0, 0.0),
vec4(0.0, 0.0, 1.0, 0.0),
vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0)
);
v_Color = i_Color;
v_BorderColor = i_BorderColor;
v_Pos = p_Pos;
v_Scale = p_Scale;
v_BorderRadius = i_BorderRadius * u_Scale;
v_BorderWidth = i_BorderWidth * u_Scale;
gl_Position = u_Transform * i_Transform * vec4(q_Pos, 0.0, 1.0);
}