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

32 lines
822 B
GLSL

#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 uv; // x,y in the texture
layout(location = 3) in uvec4 color;
layout(location = 0) out vec4 out_color;
layout(location = 1) out vec4 out_quad_size;
layout(location = 2) out float out_radius;
layout(location = 3) out float out_thickness;
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);
out_color = vec4(color) / 255.0;
out_quad_size = vec4(attr);
out_radius = float(abs(uv.x));
out_thickness = float(uv.y - uv.x);
}