blob: 023f9dfdc26d7f4d6051ea2cf995e086da7677e7 [file] [log] [blame]
#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);
}