blob: b4eb868186abecfc320912f743e61dbda42bfbb5 [file] [log] [blame]
#version 440
layout(location = 0) in vec4 vertexCoord;
layout(location = 1) in vec4 vertexColor;
layout(location = 0) out float gradTabIndex;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
vec2 gradStart;
vec2 gradEnd;
float opacity;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
vec2 gradVec = ubuf.gradEnd - ubuf.gradStart;
gradTabIndex = dot(gradVec, vertexCoord.xy - ubuf.gradStart) / (gradVec.x * gradVec.x + gradVec.y * gradVec.y);
gl_Position = ubuf.matrix * vertexCoord;
}