#version 440 layout(location = 0) in vec4 vCoord; layout(location = 1) in vec2 tCoord; layout(location = 0) out vec2 sampleCoord; layout(location = 1) out vec3 sampleFarLeft; layout(location = 2) out vec3 sampleNearLeft; layout(location = 3) out vec3 sampleNearRight; layout(location = 4) out vec3 sampleFarRight; layout(std140, binding = 0) uniform buf { mat4 matrix; vec2 textureScale; vec4 color; float alphaMin; float alphaMax; // up to this point it must match distancefieldtext float fontScale; vec4 vecDelta; } ubuf; out gl_PerVertex { vec4 gl_Position; }; void main() { sampleCoord = tCoord * ubuf.textureScale; gl_Position = ubuf.matrix * vCoord; // Calculate neighbor pixel position in item space. vec3 wDelta = gl_Position.w * ubuf.vecDelta.xyw; vec3 farLeft = vCoord.xyw - 0.667 * wDelta; vec3 nearLeft = vCoord.xyw - 0.333 * wDelta; vec3 nearRight = vCoord.xyw + 0.333 * wDelta; vec3 farRight = vCoord.xyw + 0.667 * wDelta; // Calculate neighbor texture coordinate. vec2 scale = ubuf.textureScale / ubuf.fontScale; vec2 base = sampleCoord - scale * vCoord.xy; sampleFarLeft = vec3(base * farLeft.z + scale * farLeft.xy, farLeft.z); sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z); sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z); sampleFarRight = vec3(base * farRight.z + scale * farRight.xy, farRight.z); }