| #version 440 |
| |
| layout(location = 0) in vec4 vertex; |
| layout(location = 1) in vec4 vertexColor; |
| layout(location = 2) in vec4 vertexOffset; |
| |
| layout(location = 0) out vec4 color; |
| |
| layout(std140, binding = 0) uniform buf { |
| mat4 matrix; |
| vec2 pixelSize; |
| float opacity; |
| } ubuf; |
| |
| out gl_PerVertex { vec4 gl_Position; }; |
| |
| void main() |
| { |
| vec4 pos = ubuf.matrix * vertex; |
| gl_Position = pos; |
| |
| if (vertexOffset.x != 0.) { |
| vec4 delta = ubuf.matrix[0] * vertexOffset.x; |
| vec2 dir = delta.xy * pos.w - pos.xy * delta.w; |
| vec2 ndir = .5 * ubuf.pixelSize * normalize(dir / ubuf.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 = ubuf.matrix[1] * vertexOffset.y; |
| vec2 dir = delta.xy * pos.w - pos.xy * delta.w; |
| vec2 ndir = .5 * ubuf.pixelSize * normalize(dir / ubuf.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 * ubuf.opacity; |
| } |