2023-05-02 08:51:05 +00:00
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layout(location = 0) in highp vec2 m_Position;
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layout(location = 1) in lowp vec4 m_Colour;
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layout(location = 2) in highp vec2 m_TexCoord;
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layout(location = 3) in highp vec4 m_TexRect;
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layout(location = 4) in mediump vec2 m_BlendRange;
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2021-06-20 21:09:47 +00:00
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2023-05-02 08:51:05 +00:00
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layout(location = 0) out highp vec2 v_MaskingPosition;
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layout(location = 1) out lowp vec4 v_Colour;
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layout(location = 2) out highp vec2 v_TexCoord;
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layout(location = 3) out highp vec4 v_TexRect;
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layout(location = 4) out mediump vec2 v_BlendRange;
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2021-06-20 21:09:47 +00:00
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void main(void)
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{
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2023-05-02 08:51:05 +00:00
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// Transform from screen space to masking space.
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highp vec3 maskingPos = g_ToMaskingSpace * vec3(m_Position, 1.0);
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v_MaskingPosition = maskingPos.xy / maskingPos.z;
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2021-06-20 21:09:47 +00:00
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2023-05-02 08:51:05 +00:00
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v_Colour = m_Colour;
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v_TexCoord = m_TexCoord;
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v_TexRect = m_TexRect;
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v_BlendRange = m_BlendRange;
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2021-06-20 21:09:47 +00:00
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2023-05-02 08:51:05 +00:00
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gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0);
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2021-06-20 21:09:47 +00:00
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}
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