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in vec3 vCoord;
in vec2 tCoord;
in vec4 textureBounds;
out vec2 sampleCoord;
out vec2 shadowSampleCoord;
out vec4 normalizedTextureBounds;
uniform mat4 mvp;
uniform int textureWidth;
uniform int textureHeight;
uniform float fontScale;
uniform vec2 shadowOffset;
void main()
{
vec2 textureSizeMultiplier = vec2(1.0 / float(textureWidth), 1.0 / float(textureHeight));
sampleCoord = tCoord * textureSizeMultiplier;
shadowSampleCoord = (tCoord - shadowOffset) * textureSizeMultiplier;
normalizedTextureBounds = vec4(textureBounds.xy * textureSizeMultiplier,
textureBounds.zw * textureSizeMultiplier);
gl_Position = mvp * vec4(vCoord, 1.0);
}
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