IntegratedQuantum 9898db654b Specify the location of all shader in/out parameters.
also normalized the version and layout formatting
progress towards #1376
2025-05-02 14:53:57 +02:00

29 lines
639 B
GLSL

#version 460
layout(location = 0) in vec2 vertex_pos;
layout(location = 0) out vec2 unitPosition;
layout(location = 1) flat out vec4 color;
//in pixel
uniform vec2 center;
uniform float radius;
uniform vec2 screen;
uniform int circleColor;
void main() {
// Convert to opengl coordinates:
vec2 position_percentage = (center + vertex_pos*radius)/screen;
vec2 position = vec2(position_percentage.x, -position_percentage.y)*2+vec2(-1, 1);
gl_Position = vec4(position, 0, 1);
color = vec4((circleColor & 0xff0000)>>16, (circleColor & 0xff00)>>8, circleColor & 0xff, (circleColor>>24) & 255)/255.0;
unitPosition = vertex_pos;
}