#version 420 core #include "clip.vert.glsl" struct ColorStop { float offset; vec4 color; }; layout(location = 0) in vec4 inRect; layout(location = 1) in vec2 inStart; layout(location = 2) in vec2 inEnd; layout(location = 3) in int inRepeating; layout(location = 4) in int inStopCount; layout(location = 5) in vec4 inOffsets0; layout(location = 6) in vec4 inOffsets1; layout(location = 7) in vec4 inColors0; layout(location = 8) in vec4 inColors1; layout(location = 9) in vec4 inColors2; layout(location = 10) in vec4 inColors3; layout(location = 11) in vec4 inColors4; layout(location = 12) in vec4 inColors5; layout(location = 13) in vec4 inColors6; layout(location = 14) in vec4 inColors7; layout(location = 0) out vec2 outPos; layout(location = 1) out float outGradientPos; layout(location = 2) out flat int outRepeating; layout(location = 3) out flat int outStopCount; layout(location = 4) out flat ColorStop outStops[8]; 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) }; float get_gradient_pos (vec2 pos) { pos = pos - inStart; vec2 grad = inEnd - inStart; return dot (pos, grad) / dot (grad, grad); } 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; outGradientPos = get_gradient_pos (pos); outRepeating = inRepeating; outStopCount = inStopCount; outStops[0].offset = inOffsets0[0]; outStops[0].color = inColors0 * vec4(inColors0.aaa, 1.0); outStops[1].offset = inOffsets0[1]; outStops[1].color = inColors1 * vec4(inColors1.aaa, 1.0); outStops[2].offset = inOffsets0[2]; outStops[2].color = inColors2 * vec4(inColors2.aaa, 1.0); outStops[3].offset = inOffsets0[3]; outStops[3].color = inColors3 * vec4(inColors3.aaa, 1.0); outStops[4].offset = inOffsets1[0]; outStops[4].color = inColors4 * vec4(inColors4.aaa, 1.0); outStops[5].offset = inOffsets1[1]; outStops[5].color = inColors5 * vec4(inColors5.aaa, 1.0); outStops[6].offset = inOffsets1[2]; outStops[6].color = inColors6 * vec4(inColors6.aaa, 1.0); outStops[7].offset = inOffsets1[3]; outStops[7].color = inColors7 * vec4(inColors7.aaa, 1.0); }