#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 sCoordUp; layout(location = 2) out vec2 sCoordDown; layout(location = 3) out vec2 sCoordLeft; layout(location = 4) out vec2 sCoordRight; layout(std140, binding = 0) uniform buf { // must match styledtext mat4 matrix; vec4 color; vec2 textureScale; float dpr; vec4 styleColor; vec2 shift; } ubuf; out gl_PerVertex { vec4 gl_Position; }; void main() { sampleCoord = tCoord * ubuf.textureScale; sCoordUp = (tCoord - vec2(0.0, -1.0)) * ubuf.textureScale; sCoordDown = (tCoord - vec2(0.0, 1.0)) * ubuf.textureScale; sCoordLeft = (tCoord - vec2(-1.0, 0.0)) * ubuf.textureScale; sCoordRight = (tCoord - vec2(1.0, 0.0)) * ubuf.textureScale; vec3 dprSnapPos = floor(vCoord.xyz * ubuf.dpr + 0.5) / ubuf.dpr; gl_Position = ubuf.matrix * vec4(dprSnapPos, vCoord.w); }