ugui/resources/shaders/source/rect.vert.glsl

37 lines
792 B
GLSL

#version 450
layout(set = 1, binding = 0) uniform Viewport {
ivec2 view;
ivec2 off;
};
layout(location = 0) in ivec2 position;
layout(location = 1) in ivec2 uv;
layout(location = 2) in ivec4 color;
layout(location = 0) out vec4 col;
layout(location = 1) out vec2 local_position;
layout(location = 2) out vec2 global_position;
layout(location = 3) out float radius;
void main()
{
// per vertex shift
vec2 shift;
shift.x = float(off.x) / view.x;
shift.y = -(float(off.y) / view.y);
// vertex position
vec2 pos;
pos.x = float(position.x)*2.0 / view.x - 1.0;
pos.y = -(float(position.y)*2.0 / view.y - 1.0);
gl_Position = vec4(pos+shift, 0.0, 1.0);
local_position = vec2(sign(uv));
global_position = gl_Position.xy;
radius = abs(float(uv.x));
col = vec4(color) / 255.0;
}