#version 450 #include "clip.vert.glsl" layout(location = 0) in vec4 inRect; layout(location = 1) in vec4 inTexRect; layout(location = 2) in float inRadius; layout(location = 3) in uint inTexId; layout(location = 0) out vec2 outPos; layout(location = 1) out flat vec2 outSize; layout(location = 2) out vec2 outTexCoord; layout(location = 3) out flat float outRadius; layout(location = 4) out flat uint outTexId; 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 (push.scale * pos, 0.0, 1.0); outPos = pos; outSize = inRect.zw; 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]; outTexId = inTexId; outRadius = inRadius; }