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39 lines
1.1 KiB
39 lines
1.1 KiB
#version 450 core |
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layout(location = 0) in vec3 a_position; |
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layout(location = 1) in vec4 a_color; |
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layout(location = 2) in vec2 a_textureCoordinates; |
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layout(location = 3) in float a_textureIndex; |
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layout(location = 4) in float a_width; |
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layout(location = 5) in float a_edge; |
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layout(location = 6) in float a_borderWidth; |
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layout(location = 7) in float a_borderEdge; |
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layout(location = 8) in vec4 a_borderColor; |
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layout(location = 9) in float a_offset; |
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out vec4 v_color; |
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out vec2 v_textureCoordinates; |
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out flat float v_textureIndex; |
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out float v_width; |
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out float v_edge; |
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out float v_borderWidth; |
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out float v_borderEdge; |
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out vec4 v_borderColor; |
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out flat float v_offset; |
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void main() |
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{ |
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v_color = a_color; |
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v_textureCoordinates = a_textureCoordinates; |
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v_textureIndex = a_textureIndex; |
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v_width = a_width; |
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v_edge = a_edge; |
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v_borderWidth = a_borderWidth; |
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v_borderEdge = a_borderEdge; |
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v_borderColor = a_borderColor; |
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v_offset = a_offset; |
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gl_Position = vec4(a_position, 1.0f); |
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// Vclip = Camera projection * Camera view * Model transform * Vlocal |
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// gl_Position = u_projectionView * vec4(a_position, 1.0f); |
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}
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