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path: root/shaders/image.vert.glsl
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#version 450

// One instance per Surface image attachment. The CPU has already converted
// the pane's cell rectangle and the aspect-preserving contain fit to NDC.
layout(location = 0) in vec4 a_rect;    // x0, y0, x1, y1
layout(location = 1) in vec4 a_uv_rect; // u0, v0, u1, v1
layout(location = 2) in vec4 a_panel_rect;
layout(location = 3) in vec4 a_present_rect;
layout(location = 4) in uvec4 a_effect;

layout(location = 0) out vec2 v_uv;
layout(location = 1) out vec2 v_panel_uv;
layout(location = 2) flat out uvec4 v_effect;

void main() {
    vec2 pos;
    int corner = gl_VertexIndex % 6;
    if (corner == 0) {
        pos = vec2(a_rect.x, a_rect.y);
        v_uv = vec2(a_uv_rect.x, a_uv_rect.y);
    } else if (corner == 1) {
        pos = vec2(a_rect.z, a_rect.y);
        v_uv = vec2(a_uv_rect.z, a_uv_rect.y);
    } else if (corner == 2) {
        pos = vec2(a_rect.z, a_rect.w);
        v_uv = vec2(a_uv_rect.z, a_uv_rect.w);
    } else if (corner == 3) {
        pos = vec2(a_rect.x, a_rect.y);
        v_uv = vec2(a_uv_rect.x, a_uv_rect.y);
    } else if (corner == 4) {
        pos = vec2(a_rect.z, a_rect.w);
        v_uv = vec2(a_uv_rect.z, a_uv_rect.w);
    } else {
        pos = vec2(a_rect.x, a_rect.w);
        v_uv = vec2(a_uv_rect.x, a_uv_rect.w);
    }
    v_panel_uv = v_uv;
    uint effect = a_effect.x & 0x7fffffffu;
    if (effect != 0u) {
        vec2 panel_size = a_panel_rect.zw - a_panel_rect.xy;
        panel_size.x = abs(panel_size.x) < 0.000001 ? 0.000001 : panel_size.x;
        panel_size.y = abs(panel_size.y) < 0.000001 ? -0.000001 : panel_size.y;
        v_panel_uv = (pos - a_panel_rect.xy) / panel_size;
        if (effect == 1u || effect == 2u || effect == 5u)
            pos = mix(a_present_rect.xy, a_present_rect.zw, v_panel_uv);
    }
    v_effect = a_effect;
    gl_Position = vec4(pos, 0.0, 1.0);
}