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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
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+++ 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);
+}