26 lines
635 B
GLSL
26 lines
635 B
GLSL
#version 330
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layout (location = 0) in vec2 i_pos;
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layout (location = 1) in vec2 i_size;
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layout (location = 2) in vec2 i_uv_pos;
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layout (location = 3) in vec2 i_uv_size;
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layout (location = 4) in vec4 i_color;
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out vec2 v_uv;
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out vec4 v_color;
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void main(void) {
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vec2 p =
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gl_VertexID == 0? vec2(0., 0.):
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gl_VertexID == 1? vec2(0., -1.):
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gl_VertexID == 2? vec2(1., -1.):
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gl_VertexID == 3? vec2(0., 0.):
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gl_VertexID == 4? vec2(1., -1.):
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gl_VertexID == 5? vec2(1., 0.):
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vec2(0.);
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gl_Position = vec4(p*i_size+i_pos, 0, 1);
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v_uv = p*i_uv_size + i_uv_pos;
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v_color = i_color;
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}
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