#version 450 // vertex layout(location = 0) in vec2 in_position; layout(location = 1) in vec2 in_uv; layout(location = 2) in vec2 in_atlas_size; // instance layout(location = 3) in mat4 pos_scale; layout(location = 7) in vec4 in_fg_color; layout(location = 8) in vec4 in_bg_color; layout(location = 9) in vec2 in_sprite_region_min; layout(location = 10) in vec2 in_sprite_region_max; layout(location = 11) in vec2 in_bounding_region_min; layout(location = 12) in vec2 in_bounding_region_max; layout(location = 13) in float in_width; layout(location = 0) out vec4 out_fg_color; layout(location = 1) out vec4 out_bg_color; layout(location = 2) out vec2 out_bounding_region_min; layout(location = 3) out vec2 out_bounding_region_max; layout(location = 4) out vec2 out_uv; layout(location = 5) out vec2 out_screen_px; layout(location = 6) out float out_width; out gl_PerVertex { vec4 gl_Position; }; void main() { vec4 transformed_position = pos_scale * vec4(in_position, 0.0, 1.0); gl_Position = vec4(transformed_position.xy, 0.0, 1.0); out_fg_color = in_fg_color; out_bg_color = in_bg_color; out_bounding_region_min = in_bounding_region_min; out_bounding_region_max = in_bounding_region_max; out_uv = mix(in_sprite_region_min, in_sprite_region_max, in_uv) / in_atlas_size; out_screen_px = gl_Position.xy; out_width = in_width; }