#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; }