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-rw-r--r--shaders/ui.vert.es.glsl41
1 files changed, 0 insertions, 41 deletions
diff --git a/shaders/ui.vert.es.glsl b/shaders/ui.vert.es.glsl
deleted file mode 100644
index 271524be..00000000
--- a/shaders/ui.vert.es.glsl
+++ /dev/null
@@ -1,41 +0,0 @@
-#version 300 es
-
-precision mediump float;
-
-layout(location = 0) in vec4 a_rect;
-layout(location = 1) in vec4 a_uv_rect;
-layout(location = 2) in vec3 a_fg;
-layout(location = 3) in vec3 a_bg;
-
-out vec2 v_uv;
-out vec3 v_fg;
-out vec3 v_bg;
-
-void main() {
- vec2 pos;
- vec2 uv;
- int corner = gl_VertexID % 6;
- if (corner == 0) {
- pos = vec2(a_rect.x, a_rect.y);
- uv = vec2(a_uv_rect.x, a_uv_rect.y);
- } else if (corner == 1) {
- pos = vec2(a_rect.z, a_rect.y);
- uv = vec2(a_uv_rect.z, a_uv_rect.y);
- } else if (corner == 2) {
- pos = vec2(a_rect.z, a_rect.w);
- uv = vec2(a_uv_rect.z, a_uv_rect.w);
- } else if (corner == 3) {
- pos = vec2(a_rect.x, a_rect.y);
- uv = vec2(a_uv_rect.x, a_uv_rect.y);
- } else if (corner == 4) {
- pos = vec2(a_rect.z, a_rect.w);
- uv = vec2(a_uv_rect.z, a_uv_rect.w);
- } else {
- pos = vec2(a_rect.x, a_rect.w);
- uv = vec2(a_uv_rect.x, a_uv_rect.w);
- }
- v_uv = uv;
- v_fg = a_fg;
- v_bg = a_bg;
- gl_Position = vec4(pos, 0.0, 1.0);
-}