#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 = i_Pos * u_Scale; vec2 p_Scale = i_Scale * u_Scale; float i_BorderRadius = min( i_BorderRadius, min(i_Scale.x, i_Scale.y) / 2.0 ); 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) ); v_Color = i_Color; v_BorderColor = i_BorderColor; v_Pos = p_Pos; v_Scale = p_Scale; v_BorderRadius = i_BorderRadius * u_Scale; v_BorderWidth = i_BorderWidth * u_Scale; gl_Position = u_Transform * i_Transform * vec4(q_Pos, 0.0, 1.0); }