#version 440 | |
layout(location = 0) in vec4 vCoord; | |
layout(location = 1) in vec2 tCoord; | |
layout(location = 0) out vec2 sampleCoord; | |
layout(std140, binding = 0) uniform buf { | |
mat4 matrix; | |
vec2 textureScale; | |
vec4 color; | |
float alphaMin; | |
float alphaMax; | |
// up to this point it must match distancefieldtext | |
vec4 styleColor; | |
float outlineAlphaMax0; | |
float outlineAlphaMax1; | |
} ubuf; | |
out gl_PerVertex { vec4 gl_Position; }; | |
void main() | |
{ | |
sampleCoord = tCoord * ubuf.textureScale; | |
gl_Position = ubuf.matrix * vCoord; | |
} |