#version 150 core in vec4 vertex; in vec4 vertexColor; in vec2 vertexOffset; out vec4 color; uniform vec2 pixelSize; uniform mat4 matrix; uniform float opacity; void main() { vec4 pos = matrix * vertex; gl_Position = pos; if (vertexOffset.x != 0.) { vec4 delta = matrix[0] * vertexOffset.x; vec2 dir = delta.xy * pos.w - pos.xy * delta.w; vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize); dir -= ndir * delta.w * pos.w; float numerator = dot(dir, ndir * pos.w * pos.w); float scale = 0.0; if (numerator < 0.0) scale = 1.0; else scale = min(1.0, numerator / dot(dir, dir)); gl_Position += scale * delta; } if (vertexOffset.y != 0.) { vec4 delta = matrix[1] * vertexOffset.y; vec2 dir = delta.xy * pos.w - pos.xy * delta.w; vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize); dir -= ndir * delta.w * pos.w; float numerator = dot(dir, ndir * pos.w * pos.w); float scale = 0.0; if (numerator < 0.0) scale = 1.0; else scale = min(1.0, numerator / dot(dir, dir)); gl_Position += scale * delta; } color = vertexColor * opacity; }