blob: 1eed751ccdc349b7346bf9033ff78bebb450c06b [file] [log] [blame]
#version 150 core
in vec4 vertex;
in vec4 vertexColor;
in vec2 vertexOffset;
out vec4 color;
uniform vec2 pixelSize;
uniform mat4 matrix;
uniform float opacity;
void main()
{
vec4 pos = matrix * vertex;
gl_Position = pos;
if (vertexOffset.x != 0.) {
vec4 delta = matrix[0] * vertexOffset.x;
vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
dir -= ndir * delta.w * pos.w;
float numerator = dot(dir, ndir * pos.w * pos.w);
float scale = 0.0;
if (numerator < 0.0)
scale = 1.0;
else
scale = min(1.0, numerator / dot(dir, dir));
gl_Position += scale * delta;
}
if (vertexOffset.y != 0.) {
vec4 delta = matrix[1] * vertexOffset.y;
vec2 dir = delta.xy * pos.w - pos.xy * delta.w;
vec2 ndir = .5 * pixelSize * normalize(dir / pixelSize);
dir -= ndir * delta.w * pos.w;
float numerator = dot(dir, ndir * pos.w * pos.w);
float scale = 0.0;
if (numerator < 0.0)
scale = 1.0;
else
scale = min(1.0, numerator / dot(dir, dir));
gl_Position += scale * delta;
}
color = vertexColor * opacity;
}