#version 450 layout(set = 1, binding = 0) uniform Viewport { ivec2 view; }; layout(location = 0) in ivec2 position; layout(location = 1) in ivec4 attr; // quad x,y,w,h layout(location = 2) in ivec2 in_uv; layout(location = 3) in ivec4 color; layout(location = 0) out vec2 out_uv; layout(location = 1) out vec4 out_color; void main() { // vertex position ivec2 px_pos = attr.xy + position.xy * attr.zw; vec2 clip_pos; clip_pos.x = float(px_pos.x)*2.0 / view.x - 1.0; clip_pos.y = -(float(px_pos.y)*2.0 / view.y - 1.0); gl_Position = vec4(clip_pos, 0.0, 1.0); vec2 px_uv = in_uv.xy + position.xy * attr.zw; out_uv = vec2(px_uv); out_color = vec4(color) / 255.0; }