forked from AuroraMiddleware/gtk
41 lines
1.3 KiB
GLSL
41 lines
1.3 KiB
GLSL
|
#version 420 core
|
||
|
|
||
|
#include "clip.vert.glsl"
|
||
|
|
||
|
layout(location = 0) in vec4 inRect;
|
||
|
layout(location = 1) in vec4 inStartTexRect;
|
||
|
layout(location = 2) in vec4 inEndTexRect;
|
||
|
layout(location = 3) in float inProgress;
|
||
|
|
||
|
layout(location = 0) out vec2 outPos;
|
||
|
layout(location = 1) out vec2 outStartTexCoord;
|
||
|
layout(location = 2) out vec2 outEndTexCoord;
|
||
|
layout(location = 3) out float outProgress;
|
||
|
|
||
|
vec2 offsets[6] = { vec2(0.0, 0.0),
|
||
|
vec2(1.0, 0.0),
|
||
|
vec2(0.0, 1.0),
|
||
|
vec2(0.0, 1.0),
|
||
|
vec2(1.0, 0.0),
|
||
|
vec2(1.0, 1.0) };
|
||
|
|
||
|
void main() {
|
||
|
vec4 rect = clip (inRect);
|
||
|
vec2 pos = rect.xy + rect.zw * offsets[gl_VertexIndex];
|
||
|
gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
|
||
|
|
||
|
outPos = pos;
|
||
|
|
||
|
vec4 texrect = vec4((rect.xy - inRect.xy) / inRect.zw,
|
||
|
rect.zw / inRect.zw);
|
||
|
vec4 starttexrect = vec4(inStartTexRect.xy + inStartTexRect.zw * texrect.xy,
|
||
|
inStartTexRect.zw * texrect.zw);
|
||
|
vec4 endtexrect = vec4(inEndTexRect.xy + inEndTexRect.zw * texrect.xy,
|
||
|
inEndTexRect.zw * texrect.zw);
|
||
|
|
||
|
outStartTexCoord = starttexrect.xy + starttexrect.zw * offsets[gl_VertexIndex];
|
||
|
outEndTexCoord = endtexrect.xy + endtexrect.zw * offsets[gl_VertexIndex];
|
||
|
|
||
|
outProgress = inProgress;
|
||
|
}
|