#version 440 layout(location = 0) in vec4 vCoord; layout(location = 1) in vec2 tCoord; layout(location = 0) out vec2 sampleCoord; layout(location = 1) out vec2 shiftedSampleCoord; layout(std140, binding = 0) uniform buf { mat4 matrix; vec4 color; vec2 textureScale; float dpr; // the above must stay compatible with textmask/8bittextmask vec4 styleColor; vec2 shift; } ubuf; out gl_PerVertex { vec4 gl_Position; }; void main() { sampleCoord = tCoord * ubuf.textureScale; shiftedSampleCoord = (tCoord - ubuf.shift) * ubuf.textureScale; vec3 dprSnapPos = floor(vCoord.xyz * ubuf.dpr + 0.5) / ubuf.dpr; gl_Position = ubuf.matrix * vec4(dprSnapPos, vCoord.w); }