layout (location = 0) in vec2 i_pos; layout (location = 1) in vec2 i_size; layout (location = 2) in vec2 i_uv_pos; layout (location = 3) in vec2 i_uv_size; layout (location = 4) in vec4 i_color; out vec2 v_pos; out vec2 v_size; out vec2 v_uv_pos; out vec2 v_uv_size; out vec2 v_dp; out vec4 v_color; void main(void) { const vec2[] verts = vec2[]( vec2( 0., 0.), vec2( 0., -1.), vec2( 1., -1.), vec2( 0., 0.), vec2( 1., -1.), vec2( 1., 0.) ); float scale = (uni.cam * vec4(1., 0., 0., 0.)).x; scale = pow(1.2, scale-1.); v_pos = i_pos * scale; v_size = i_size * scale; v_uv_pos = i_uv_pos; v_uv_size = i_uv_size; v_color = i_color; v_dp = verts[gl_VertexID]*v_size*1.5 + v_pos; v_dp /= pow(length(v_dp), .1); gl_Position = vec4(v_dp, 0., 1.); }