#version 450 #include "common.vert.glsl" #include "rect.vert.glsl" layout(location = 0) in vec4 in_source_rect; layout(location = 1) in vec4 in_source_tex_rect; layout(location = 2) in uint in_source_id; layout(location = 3) in vec4 in_mask_rect; layout(location = 4) in vec4 in_mask_tex_rect; layout(location = 5) in uint in_mask_id; layout(location = 6) in uint in_mask_mode; layout(location = 0) out vec2 out_pos; layout(location = 1) out flat Rect out_source_rect; layout(location = 2) out vec2 out_source_coord; layout(location = 3) out flat uint out_source_id; layout(location = 4) out flat Rect out_mask_rect; layout(location = 5) out vec2 out_mask_coord; layout(location = 6) out flat uint out_mask_id; layout(location = 7) out flat uint out_mask_mode; void main() { Rect sr = rect_from_gsk (in_source_rect); Rect mr = rect_from_gsk (in_mask_rect); Rect r; if (in_mask_mode == 1) r = rect_union (sr, mr); else r = rect_intersect (sr, mr); vec2 pos = set_position_from_rect (r); out_pos = pos; out_source_rect = sr; out_source_coord = scale_tex_coord (pos, sr, in_source_tex_rect); out_source_id = in_source_id; out_mask_rect = mr; out_mask_coord = scale_tex_coord (pos, mr, in_mask_tex_rect); out_mask_id = in_mask_id; out_mask_mode = in_mask_mode; }