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#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);
}