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author | 2023-01-06 23:29:38 +0100 | |
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committer | 2023-02-24 13:17:58 +0100 | |
commit | b9a9576207ddfc7afd89da30b7cfc7ca0d7e335c (patch) | |
tree | c0b4489f1e547fc335e6b82025891cefdc671274 /glow/src/shader/compatibility/quad.vert | |
parent | 573d27eb52bbfacf1b06983b4282f00eb5265bdc (diff) | |
download | iced-b9a9576207ddfc7afd89da30b7cfc7ca0d7e335c.tar.gz iced-b9a9576207ddfc7afd89da30b7cfc7ca0d7e335c.tar.bz2 iced-b9a9576207ddfc7afd89da30b7cfc7ca0d7e335c.zip |
Remove `iced_glow`, `glyph-brush`, and `wgpu_glyph` dependencies
Diffstat (limited to 'glow/src/shader/compatibility/quad.vert')
-rw-r--r-- | glow/src/shader/compatibility/quad.vert | 46 |
1 files changed, 0 insertions, 46 deletions
diff --git a/glow/src/shader/compatibility/quad.vert b/glow/src/shader/compatibility/quad.vert deleted file mode 100644 index 89931f06..00000000 --- a/glow/src/shader/compatibility/quad.vert +++ /dev/null @@ -1,46 +0,0 @@ -uniform mat4 u_Transform; -uniform float u_Scale; - -attribute vec2 i_Pos; -attribute vec2 i_Scale; -attribute vec4 i_Color; -attribute vec4 i_BorderColor; -attribute vec4 i_BorderRadius; -attribute float i_BorderWidth; -attribute vec2 q_Pos; - -varying vec4 v_Color; -varying vec4 v_BorderColor; -varying vec2 v_Pos; -varying vec2 v_Scale; -varying vec4 v_BorderRadius; -varying float v_BorderWidth; - - -void main() { - vec2 p_Pos = i_Pos * u_Scale; - vec2 p_Scale = i_Scale * u_Scale; - - vec4 i_BorderRadius = vec4( - min(i_BorderRadius.x, min(i_Scale.x, i_Scale.y) / 2.0), - min(i_BorderRadius.y, min(i_Scale.x, i_Scale.y) / 2.0), - min(i_BorderRadius.z, min(i_Scale.x, i_Scale.y) / 2.0), - min(i_BorderRadius.w, min(i_Scale.x, i_Scale.y) / 2.0) - ); - - mat4 i_Transform = mat4( - vec4(p_Scale.x + 1.0, 0.0, 0.0, 0.0), - vec4(0.0, p_Scale.y + 1.0, 0.0, 0.0), - vec4(0.0, 0.0, 1.0, 0.0), - vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0) - ); - - v_Color = i_Color; - v_BorderColor = i_BorderColor; - v_Pos = p_Pos; - v_Scale = p_Scale; - v_BorderRadius = i_BorderRadius * u_Scale; - v_BorderWidth = i_BorderWidth * u_Scale; - - gl_Position = u_Transform * i_Transform * vec4(q_Pos, 0.0, 1.0); -} |