#version 440 layout(location = 0) in vec4 vertex; layout(location = 1) in vec4 vertexColor; layout(location = 2) in vec4 vertexOffset; layout(location = 0) out vec4 color; layout(std140, binding = 0) uniform buf { #if QSHADER_VIEW_COUNT >= 2 mat4 matrix[QSHADER_VIEW_COUNT]; #else mat4 matrix; #endif vec2 pixelSize; float opacity; }; void main() { #if QSHADER_VIEW_COUNT >= 2 vec4 pos = matrix[gl_ViewIndex] * vertex; vec4 m0 = matrix[gl_ViewIndex][0]; vec4 m1 = matrix[gl_ViewIndex][1]; #else vec4 pos = matrix * vertex; vec4 m0 = matrix[0]; vec4 m1 = matrix[1]; #endif gl_Position = pos; if (vertexOffset.x != 0.) { vec4 delta = m0 * 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 = m1 * 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; }