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author | 2020-05-19 14:23:28 +0200 | |
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committer | 2020-05-19 14:23:28 +0200 | |
commit | d4743183d40c6044ce6fa39e2a52919a32912cda (patch) | |
tree | d2dec81cd9b419262cf2aa57ad793895ccacb320 /glow/src/shader/quad.vert | |
parent | 33448508a524db6447b380cc236be6f0d5ca8a86 (diff) | |
download | iced-d4743183d40c6044ce6fa39e2a52919a32912cda.tar.gz iced-d4743183d40c6044ce6fa39e2a52919a32912cda.tar.bz2 iced-d4743183d40c6044ce6fa39e2a52919a32912cda.zip |
Draft first working version of `iced_glow` :tada:
Diffstat (limited to '')
-rw-r--r-- | glow/src/shader/quad.vert | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/glow/src/shader/quad.vert b/glow/src/shader/quad.vert new file mode 100644 index 00000000..2d2ebc3d --- /dev/null +++ b/glow/src/shader/quad.vert @@ -0,0 +1,47 @@ +#version 450 + +layout(location = 0) uniform mat4 u_Transform; +layout(location = 1) uniform float u_Scale; + +layout(location = 0) in vec2 i_Pos; +layout(location = 1) in vec2 i_Scale; +layout(location = 2) in vec4 i_Color; +layout(location = 3) in vec4 i_BorderColor; +layout(location = 4) in float i_BorderRadius; +layout(location = 5) in float i_BorderWidth; + +layout(location = 0) out vec4 o_Color; +layout(location = 1) out vec4 o_BorderColor; +layout(location = 2) out vec2 o_Pos; +layout(location = 3) out vec2 o_Scale; +layout(location = 4) out float o_BorderRadius; +layout(location = 5) out float o_BorderWidth; + +const vec2 positions[4] = vec2[]( + vec2(0.0, 0.0), + vec2(0.0, 1.0), + vec2(1.0, 0.0), + vec2(1.0, 1.0) +); + +void main() { + vec2 v_Pos = positions[gl_VertexID]; + vec2 p_Pos = i_Pos * u_Scale; + vec2 p_Scale = i_Scale * u_Scale; + + 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) + ); + + o_Color = i_Color; + o_BorderColor = i_BorderColor; + o_Pos = p_Pos; + o_Scale = p_Scale; + o_BorderRadius = i_BorderRadius * u_Scale; + o_BorderWidth = i_BorderWidth * u_Scale; + + gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0); +} |