#version 420 core #include "constants.glsl" layout(location = 0) in vec4 inRect; layout(location = 1) in vec4 inCornerWidths; layout(location = 2) in vec4 inCornerHeights; layout(location = 3) in vec4 inBorderWidths; layout(location = 4) in mat4 inBorderColors; layout(location = 0) out vec2 outPos; layout(location = 1) out flat vec4 outColor; layout(location = 2) out flat vec4 outRect; layout(location = 3) out flat vec4 outCornerWidths; layout(location = 4) out flat vec4 outCornerHeights; layout(location = 5) out flat vec4 outBorderWidths; out gl_PerVertex { vec4 gl_Position; }; vec2 offsets[6] = { vec2(0.0, 0.0), vec2(1.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(0.0, 1.0), vec2(1.0, 0.0) }; #define TOP 0 #define RIGHT 1 #define BOTTOM 2 #define LEFT 3 #define TOP_LEFT 0 #define TOP_RIGHT 1 #define BOTTOM_RIGHT 2 #define BOTTOM_LEFT 3 #define SLICE_TOP_LEFT 0 #define SLICE_TOP 1 #define SLICE_TOP_RIGHT 2 #define SLICE_RIGHT 3 #define SLICE_BOTTOM_RIGHT 4 #define SLICE_BOTTOM 5 #define SLICE_BOTTOM_LEFT 6 #define SLICE_LEFT 7 void main() { int slice_index = gl_VertexIndex / 6; int vert_index = gl_VertexIndex % 6; vec4 corner_widths = max (inCornerWidths, inBorderWidths.wyyw); vec4 corner_heights = max (inCornerHeights, inBorderWidths.xxzz); vec4 rect; switch (slice_index) { case SLICE_TOP_LEFT: rect = vec4(inRect.xy, corner_widths[TOP_LEFT], corner_heights[TOP_LEFT]); vert_index = (vert_index + 3) % 6; break; case SLICE_TOP: rect = vec4(inRect.x + corner_widths[TOP_LEFT], inRect.y, inRect.z - corner_widths[TOP_LEFT] - corner_widths[TOP_RIGHT], inBorderWidths[TOP]); outColor = inBorderColors[TOP]; break; case SLICE_TOP_RIGHT: rect = vec4(inRect.x + inRect.z - corner_widths[TOP_RIGHT], inRect.y, corner_widths[TOP_RIGHT], corner_heights[TOP_RIGHT]); break; case SLICE_RIGHT: rect = vec4(inRect.x + inRect.z - inBorderWidths[RIGHT], inRect.y + corner_heights[TOP_RIGHT], inBorderWidths[RIGHT], inRect.w - corner_heights[TOP_RIGHT] - corner_heights[BOTTOM_RIGHT]); outColor = inBorderColors[RIGHT]; break; case SLICE_BOTTOM_RIGHT: rect = vec4(inRect.x + inRect.z - corner_widths[BOTTOM_RIGHT], inRect.y + inRect.w - corner_heights[BOTTOM_RIGHT], corner_widths[BOTTOM_RIGHT], corner_heights[BOTTOM_RIGHT]); break; case SLICE_BOTTOM: rect = vec4(inRect.x + corner_widths[BOTTOM_LEFT], inRect.y + inRect.w - inBorderWidths[BOTTOM], inRect.z - corner_widths[BOTTOM_LEFT] - corner_widths[BOTTOM_RIGHT], inBorderWidths[BOTTOM]); break; case SLICE_BOTTOM_LEFT: rect = vec4(inRect.x, inRect.y + inRect.w - corner_heights[BOTTOM_LEFT], corner_widths[BOTTOM_LEFT], corner_heights[BOTTOM_LEFT]); vert_index = (vert_index + 3) % 6; break; case SLICE_LEFT: rect = vec4(inRect.x, inRect.y + corner_heights[TOP_LEFT], inBorderWidths[LEFT], inRect.w - corner_heights[TOP_LEFT] - corner_heights[BOTTOM_LEFT]); break; } vec2 pos; if ((slice_index % 4) != 0 || (vert_index % 3) != 2) pos = rect.xy + rect.zw * offsets[vert_index]; else pos = rect.xy + rect.zw * vec2(1.0 - offsets[vert_index].x, offsets[vert_index].y); gl_Position = push.mvp * vec4 (pos, 0.0, 1.0); outColor = inBorderColors[((gl_VertexIndex / 3 + 15) / 4) % 4]; outPos = pos; outRect = inRect; outCornerWidths = inCornerWidths; outCornerHeights = inCornerHeights; outBorderWidths = inBorderWidths; }