#version 450 #include "clip.vert.glsl" layout(location = 0) in mat3x4 inOutline; layout(location = 3) in vec4 inColor; layout(location = 4) in vec2 inOffset; layout(location = 5) in float inSpread; layout(location = 6) in float inBlurRadius; layout(location = 0) out vec2 outPos; layout(location = 1) out flat vec4 outOutline; layout(location = 2) out flat vec4 outOutlineCornerWidths; layout(location = 3) out flat vec4 outOutlineCornerHeights; layout(location = 4) out flat vec4 outColor; layout(location = 5) out flat vec2 outOffset; layout(location = 6) out flat float outSpread; 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 (inOutline[0]); vec2 pos = rect.xy + rect.zw * offsets[gl_VertexIndex]; gl_Position = push.mvp * vec4 (push.scale * pos, 0.0, 1.0); outPos = pos; outOutline = inOutline[0]; outOutlineCornerWidths = inOutline[1]; outOutlineCornerHeights = inOutline[2]; outColor = inColor; outOffset = inOffset; outSpread = inSpread; }