| #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 sCoordUp; |
| layout(location = 2) out vec2 sCoordDown; |
| layout(location = 3) out vec2 sCoordLeft; |
| layout(location = 4) out vec2 sCoordRight; |
| |
| layout(std140, binding = 0) uniform buf { |
| // must match styledtext |
| mat4 matrix; |
| vec4 color; |
| vec2 textureScale; |
| float dpr; |
| vec4 styleColor; |
| vec2 shift; |
| } ubuf; |
| |
| out gl_PerVertex { vec4 gl_Position; }; |
| |
| void main() |
| { |
| sampleCoord = tCoord * ubuf.textureScale; |
| sCoordUp = (tCoord - vec2(0.0, -1.0)) * ubuf.textureScale; |
| sCoordDown = (tCoord - vec2(0.0, 1.0)) * ubuf.textureScale; |
| sCoordLeft = (tCoord - vec2(-1.0, 0.0)) * ubuf.textureScale; |
| sCoordRight = (tCoord - vec2(1.0, 0.0)) * ubuf.textureScale; |
| vec3 dprSnapPos = floor(vCoord.xyz * ubuf.dpr + 0.5) / ubuf.dpr; |
| gl_Position = ubuf.matrix * vec4(dprSnapPos, vCoord.w); |
| } |