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#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 shiftedSampleCoord;
layout(std140, binding = 0) uniform buf {
mat4 modelViewMatrix;
mat4 projectionMatrix;
vec4 color;
vec2 textureScale;
float dpr;
// the above must stay compatible with textmask/8bittextmask
vec4 styleColor;
vec2 shift;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
sampleCoord = tCoord * ubuf.textureScale;
shiftedSampleCoord = (tCoord - ubuf.shift) * ubuf.textureScale;
vec4 xformed = ubuf.modelViewMatrix * vCoord;
gl_Position = ubuf.projectionMatrix * vec4(floor(xformed.xyz * ubuf.dpr + 0.5) / ubuf.dpr, xformed.w);
}
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