2019-10-07 03:56:16 +02:00
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#version 450
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layout(location = 0) in vec2 v_Pos;
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layout(location = 1) in vec2 i_Pos;
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layout(location = 2) in vec2 i_Scale;
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layout(location = 3) in vec4 i_Color;
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2019-10-08 03:13:41 +02:00
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layout(location = 4) in uint i_BorderRadius;
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2019-10-07 03:56:16 +02:00
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layout (set = 0, binding = 0) uniform Globals {
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mat4 u_Transform;
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};
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layout(location = 0) out vec4 o_Color;
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2019-10-08 00:14:11 +02:00
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layout(location = 1) out vec2 o_Pos;
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layout(location = 2) out vec2 o_Scale;
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2019-10-08 03:13:41 +02:00
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layout(location = 3) out uint o_BorderRadius;
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2019-10-07 03:56:16 +02:00
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void main() {
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mat4 i_Transform = mat4(
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vec4(i_Scale.x, 0.0, 0.0, 0.0),
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vec4(0.0, i_Scale.y, 0.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(i_Pos, 0.0, 1.0)
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);
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o_Color = i_Color;
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2019-10-08 00:14:11 +02:00
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o_Pos = i_Pos;
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o_Scale = i_Scale;
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2019-10-08 03:13:41 +02:00
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o_BorderRadius = i_BorderRadius;
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2019-10-08 00:14:11 +02:00
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2019-10-07 03:56:16 +02:00
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gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0);
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}
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