#version 440 | |
layout(location = 0) in vec4 vertexCoord; | |
layout(location = 1) in vec4 vertexColor; | |
layout(location = 0) out vec2 coord; | |
layout(std140, binding = 0) uniform buf { | |
mat4 matrix; | |
vec2 translationPoint; | |
vec2 focalToCenter; | |
float centerRadius; | |
float focalRadius; | |
float opacity; | |
} ubuf; | |
out gl_PerVertex { vec4 gl_Position; }; | |
void main() | |
{ | |
coord = vertexCoord.xy - ubuf.translationPoint; | |
gl_Position = ubuf.matrix * vertexCoord; | |
} |