#version 420 core
#include "clip.frag.glsl"
+#include "rect.frag.glsl"
layout(location = 0) in vec2 inPos;
-layout(location = 1) in vec2 inTexCoord;
+layout(location = 1) in Rect inRect;
+layout(location = 2) in vec2 inTexCoord;
layout(set = 0, binding = 0) uniform sampler2D inTexture;
void main()
{
- color = clip (inPos, texture (inTexture, inTexCoord));
+ float alpha = rect_coverage (inRect, inPos);
+ color = clip_scaled (inPos, texture (inTexture, inTexCoord) * alpha);
}
#version 420 core
-#include "clip.vert.glsl"
+#include "common.vert.glsl"
+#include "rect.vert.glsl"
layout(location = 0) in vec4 inRect;
layout(location = 1) in vec4 inTexRect;
layout(location = 0) out vec2 outPos;
-layout(location = 1) out vec2 outTexCoord;
-
-vec2 offsets[6] = { vec2(0.0, 0.0),
- vec2(1.0, 0.0),
- vec2(0.0, 1.0),
- vec2(0.0, 1.0),
- vec2(1.0, 0.0),
- vec2(1.0, 1.0) };
+layout(location = 1) out flat Rect outRect;
+layout(location = 2) out vec2 outTexCoord;
void main() {
- vec4 rect = clip (inRect);
- vec2 pos = rect.xy + rect.zw * offsets[gl_VertexIndex];
- gl_Position = push.mvp * vec4 (push.scale * pos, 0.0, 1.0);
+ Rect r = rect_from_gsk (inRect);
+ vec2 pos = set_position_from_rect (r);
outPos = pos;
-
- vec4 texrect = vec4((rect.xy - inRect.xy) / inRect.zw,
- rect.zw / inRect.zw);
- texrect = vec4(inTexRect.xy + inTexRect.zw * texrect.xy,
- inTexRect.zw * texrect.zw);
- outTexCoord = texrect.xy + texrect.zw * offsets[gl_VertexIndex];
+ outRect = r;
+ outTexCoord = scale_tex_coord (pos, r, inTexRect);
}