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

28 lines
681 B
GLSL

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