#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 { mat4 modelViewMatrix; #if QSHADER_VIEW_COUNT >= 2 mat4 projectionMatrix[QSHADER_VIEW_COUNT]; #else mat4 projectionMatrix; #endif vec2 textureScale; float dpr; vec4 color; // the above must stay compatible with textmask/8bittextmask vec4 styleColor; vec2 shift; }; void main() { sampleCoord = tCoord * textureScale; sCoordUp = (tCoord - vec2(0.0, -1.0)) * textureScale; sCoordDown = (tCoord - vec2(0.0, 1.0)) * textureScale; sCoordLeft = (tCoord - vec2(-1.0, 0.0)) * textureScale; sCoordRight = (tCoord - vec2(1.0, 0.0)) * textureScale; vec4 xformed = modelViewMatrix * vCoord; #if QSHADER_VIEW_COUNT >= 2 gl_Position = projectionMatrix[gl_ViewIndex] * vec4(floor(xformed.xyz * dpr + 0.5) / dpr, xformed.w); #else gl_Position = projectionMatrix * vec4(floor(xformed.xyz * dpr + 0.5) / dpr, xformed.w); #endif }