#version 450 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 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; float u_Scale; }; 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; void main() { 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) ); o_Color = i_Color; o_BorderColor = i_BorderColor; o_Pos = p_Pos; o_Scale = p_Scale; o_BorderRadius = i_BorderRadius * u_Scale; o_BorderWidth = floor(i_BorderWidth * u_Scale); gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0); }