forked from AuroraMiddleware/gtk
900a4e4d31
Move the resources of each renderer to its subdirectory. We've previously done that for the ngl renderer, but it is better to be consistent and do it for all the renderers.
35 lines
973 B
GLSL
35 lines
973 B
GLSL
#version 420 core
|
|
|
|
#include "clip.vert.glsl"
|
|
|
|
layout(location = 0) in vec4 inRect;
|
|
layout(location = 1) in vec4 inTexRect;
|
|
layout(location = 2) in vec4 inColor;
|
|
|
|
layout(location = 0) out vec2 outPos;
|
|
layout(location = 1) out vec2 outTexCoord;
|
|
layout(location = 2) out flat vec4 outColor;
|
|
|
|
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);
|
|
texrect = vec4(inTexRect.xy + inTexRect.zw * texrect.xy,
|
|
inTexRect.zw * texrect.zw);
|
|
outTexCoord = texrect.xy + texrect.zw * offsets[gl_VertexIndex];
|
|
|
|
outColor = inColor;
|
|
}
|