co-maps/libs/shaders/GL/text.vsh.glsl
2025-11-22 13:58:55 +01:00

40 lines
1,002 B
GLSL

layout (location = 0) in vec2 a_colorTexCoord;
layout (location = 1) in vec2 a_maskTexCoord;
layout (location = 2) in vec4 a_position;
layout (location = 3) in vec2 a_normal;
#ifdef ENABLE_VTF
layout (location = 0) out LOW_P vec4 v_color;
#else
layout (location = 1) out vec2 v_colorTexCoord;
#endif
layout (location = 2) out vec2 v_maskTexCoord;
layout (binding = 0) uniform UBO
{
mat4 u_modelView;
mat4 u_projection;
mat4 u_pivotTransform;
vec2 u_contrastGamma;
float u_opacity;
float u_zScale;
float u_interpolation;
float u_isOutlinePass;
};
#ifdef ENABLE_VTF
layout (binding = 1) uniform sampler2D u_colorTex;
#endif
void main()
{
vec4 pos = vec4(a_position.xyz, 1) * u_modelView;
vec4 shiftedPos = vec4(a_normal, 0.0, 0.0) + pos;
gl_Position = applyPivotTransform(shiftedPos * u_projection, u_pivotTransform, 0.0);
#ifdef ENABLE_VTF
v_color = texture(u_colorTex, a_colorTexCoord);
#else
v_colorTexCoord = a_colorTexCoord;
#endif
v_maskTexCoord = a_maskTexCoord;
}