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/* The vertex shader is trivial, but forwards scaled UV coordinates (in pixels)
to the fragment shader for drawing the border. */
UBO(binding = 0) uniform UniformBufferObject
{
mat4 projection;
} ubo;
layout(location = 0) in vec2 v_position;
layout(location = 1) in vec2 v_origin;
layout(location = 2) in vec2 v_size;
layout(location = 3) in vec4 v_fillColor;
INTER(location = 0) noperspective out vec2 f_uv;
INTER(location = 1) noperspective out vec2 f_size;
INTER(location = 2) noperspective out vec4 f_fillColor;
void
main()
{
// clang-format off
mat4 m = mat4(v_size[0], 0.0, 0.0, 0.0,
0.0, v_size[1], 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
v_origin[0], v_origin[1], 0.0, 1.0);
// clang-format on
mat4 MVP = ubo.projection * m;
f_uv = v_position * v_size;
f_size = v_size;
f_fillColor = v_fillColor;
gl_Position = MVP * vec4(v_position, 0.0, 1.0);
}
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