diff options
Diffstat (limited to 'shaders/ui.vert.es.glsl')
| -rw-r--r-- | shaders/ui.vert.es.glsl | 41 |
1 files changed, 41 insertions, 0 deletions
diff --git a/shaders/ui.vert.es.glsl b/shaders/ui.vert.es.glsl new file mode 100644 index 00000000..271524be --- /dev/null +++ b/shaders/ui.vert.es.glsl @@ -0,0 +1,41 @@ +#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); +} |
