forked from AuroraMiddleware/gtk
81c487b841
As a side effect, the clipping data is now available inside shaders. Not that any shader would use them yet, but they could!
23 lines
425 B
GLSL
23 lines
425 B
GLSL
#version 420 core
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layout(location = 0) in vec2 inPosition;
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layout(location = 1) in vec2 inTexCoord;
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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vec4 clip_bounds;
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vec4 clip_widths;
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vec4 clip_heights;
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} push;
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layout(location = 0) out vec2 outTexCoord;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main() {
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gl_Position = push.mvp * vec4 (inPosition, 0.0, 1.0);
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outTexCoord = inTexCoord;
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}
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