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author | 2020-01-09 18:46:06 +0100 | |
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committer | 2020-01-09 18:46:06 +0100 | |
commit | 0a8302450557877cb667b51fc84383aaf0a11b02 (patch) | |
tree | fe3a8a6b0ae82f7fd1fa0c0de34b4b09d0b9edda /wgpu/src/shader/quad.vert | |
parent | 6699329d3f91c5b9d8e8e55ad88de24bd3894955 (diff) | |
parent | 7b278755fc7929633b5771824beac4d39b16e82e (diff) | |
download | iced-0a8302450557877cb667b51fc84383aaf0a11b02.tar.gz iced-0a8302450557877cb667b51fc84383aaf0a11b02.tar.bz2 iced-0a8302450557877cb667b51fc84383aaf0a11b02.zip |
Merge pull request #146 from hecrj/feature/custom-styling
Custom styling
Diffstat (limited to 'wgpu/src/shader/quad.vert')
-rw-r--r-- | wgpu/src/shader/quad.vert | 14 |
1 files changed, 10 insertions, 4 deletions
diff --git a/wgpu/src/shader/quad.vert b/wgpu/src/shader/quad.vert index 539755cb..1d9a4fd2 100644 --- a/wgpu/src/shader/quad.vert +++ b/wgpu/src/shader/quad.vert @@ -4,7 +4,9 @@ layout(location = 0) in vec2 v_Pos; layout(location = 1) in vec2 i_Pos; layout(location = 2) in vec2 i_Scale; layout(location = 3) in vec4 i_Color; -layout(location = 4) in float i_BorderRadius; +layout(location = 4) in vec4 i_BorderColor; +layout(location = 5) in float i_BorderRadius; +layout(location = 6) in float i_BorderWidth; layout (set = 0, binding = 0) uniform Globals { mat4 u_Transform; @@ -12,9 +14,11 @@ layout (set = 0, binding = 0) uniform Globals { }; layout(location = 0) out vec4 o_Color; -layout(location = 1) out vec2 o_Pos; -layout(location = 2) out vec2 o_Scale; -layout(location = 3) out float o_BorderRadius; +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; void main() { vec2 p_Pos = i_Pos * u_Scale; @@ -28,9 +32,11 @@ void main() { ); 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); } |