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-rw-r--r--glow/src/shader/quad.vert47
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..ce816550
--- /dev/null
+++ b/glow/src/shader/quad.vert
@@ -0,0 +1,47 @@
+#version 330
+
+uniform mat4 u_Transform;
+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;
+
+out vec4 v_Color;
+out vec4 v_BorderColor;
+out vec2 v_Pos;
+out vec2 v_Scale;
+out float v_BorderRadius;
+out float v_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 q_Pos = positions[gl_VertexID];
+ vec2 p_Pos = floor(i_Pos * u_Scale);
+ vec2 p_Scale = floor(i_Scale * u_Scale);
+
+ mat4 i_Transform = mat4(
+ vec4(p_Scale.x, 0.0, 0.0, 0.0),
+ vec4(0.0, p_Scale.y, 0.0, 0.0),
+ vec4(0.0, 0.0, 1.0, 0.0),
+ vec4(p_Pos, 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 = floor(i_BorderWidth * u_Scale);
+
+ gl_Position = u_Transform * i_Transform * vec4(q_Pos, 0.0, 1.0);
+}