blob: f3a7671435a4b00baffa0029944f3fcb7b993d44 [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 shiftedSampleCoord;
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;
vec2 shift;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
sampleCoord = tCoord * ubuf.textureScale;
shiftedSampleCoord = (tCoord - ubuf.shift) * ubuf.textureScale;
gl_Position = ubuf.matrix * vCoord;
}