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-rw-r--r--shaders/ui.vert.es.glsl41
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);
+}