// Copyright 2019-2020 David Robillard // SPDX-License-Identifier: ISC /* The vertex shader is trivial, but forwards scaled UV coordinates (in pixels) to the fragment shader for drawing the border. */ precision mediump float; UBO(binding = 0) uniform UniformBufferObject { mat4 projection; } ubo; layout(location = 0) in vec2 v_position; layout(location = 1) in vec2 v_origin; layout(location = 2) in vec2 v_size; layout(location = 3) in vec4 v_fillColor; INTER(location = 0) NOPERSPECTIVE out vec2 f_uv; INTER(location = 1) NOPERSPECTIVE out vec2 f_size; INTER(location = 2) NOPERSPECTIVE out vec4 f_fillColor; void main() { // clang-format off mat4 m = mat4(v_size[0], 0.0, 0.0, 0.0, 0.0, v_size[1], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, v_origin[0], v_origin[1], 0.0, 1.0); // clang-format on mat4 MVP = ubo.projection * m; f_uv = v_position * v_size; f_size = v_size; f_fillColor = v_fillColor; gl_Position = MVP * vec4(v_position, 0.0, 1.0); }