#version 450 #include "common.frag.glsl" #include "clip.frag.glsl" #include "rect.frag.glsl" layout(location = 0) in vec2 inPos; layout(location = 1) in Rect inStartRect; layout(location = 2) in Rect inEndRect; layout(location = 3) in vec2 inStartTexCoord; layout(location = 4) in vec2 inEndTexCoord; layout(location = 5) flat in uint inStartTexId; layout(location = 6) flat in uint inEndTexId; layout(location = 7) in float inProgress; layout(location = 0) out vec4 color; void main() { float start_alpha = rect_coverage (inStartRect, inPos); vec4 start = texture (get_sampler (inStartTexId), inStartTexCoord) * start_alpha; float end_alpha = rect_coverage (inEndRect, inPos); vec4 end = texture (get_sampler (inEndTexId), inEndTexCoord) * end_alpha; color = clip_scaled (inPos, mix (start, end, inProgress)); }