blob: beadf07c79cf7b52180bcfaff83b74943179df8e [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;
vec4 color;
vec2 textureScale;
float dpr;
// the above must stay compatible with textmask/8bittextmask
vec4 styleColor;
vec2 shift;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
sampleCoord = tCoord * ubuf.textureScale;
shiftedSampleCoord = (tCoord - ubuf.shift) * ubuf.textureScale;
vec3 dprSnapPos = floor(vCoord.xyz * ubuf.dpr + 0.5) / ubuf.dpr;
gl_Position = ubuf.matrix * vec4(dprSnapPos, vCoord.w);
}