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#version 450
// vertex
layout(location = 0) in vec2 in_position;
layout(location = 1) in vec2 in_uv;
// instance
layout(location = 2) in mat4 pos_scale;
layout(location = 6) in vec4 in_border_color;
layout(location = 7) in vec4 in_background_color;
layout(location = 8) in vec2 px_scale;
layout(location = 9) in float depth;
layout(location = 10) in float texture_layer;
layout(location = 0) out vec4 out_border_color;
layout(location = 1) out vec4 out_background_color;
layout(location = 2) out vec2 out_px_scale;
layout(location = 3) out vec3 out_uv;
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, depth, 1.0);
out_border_color = in_border_color;
out_background_color = in_background_color;
out_px_scale = px_scale;
out_uv = vec3(in_uv, texture_layer);
}
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