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-rw-r--r--wgpu/src/shader/quad.vert14
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);
}