#version 440 layout(location = 0) in vec4 vertex; layout(location = 1) in vec2 multiTexCoord; layout(location = 2) in vec2 vertexOffset; layout(location = 3) in vec2 texCoordOffset; layout(location = 0) out vec2 texCoord; layout(location = 1) out float vertexOpacity; layout(std140, binding = 0) uniform buf { mat4 qt_Matrix; float opacity; vec2 pixelSize; } ubuf; out gl_PerVertex { vec4 gl_Position; }; void main() { vec4 pos = ubuf.qt_Matrix * vertex; gl_Position = pos; texCoord = multiTexCoord; if (vertexOffset.x != 0.) { vec4 delta = ubuf.qt_Matrix[0] * vertexOffset.x; vec2 dir = delta.xy * pos.w - pos.xy * delta.w; vec2 ndir = .5 * ubuf.pixelSize * normalize(dir / ubuf.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; texCoord.x += scale * texCoordOffset.x; } if (vertexOffset.y != 0.) { vec4 delta = ubuf.qt_Matrix[1] * vertexOffset.y; vec2 dir = delta.xy * pos.w - pos.xy * delta.w; vec2 ndir = .5 * ubuf.pixelSize * normalize(dir / ubuf.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; texCoord.y += scale * texCoordOffset.y; } bool onEdge = any(notEqual(vertexOffset, vec2(0.))); bool outerEdge = all(equal(texCoordOffset, vec2(0.))); if (onEdge && outerEdge) vertexOpacity = 0.; else vertexOpacity = ubuf.opacity; }