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uniform mat4 ModelViewProjectionMatrix;
uniform vec4 rect;
uniform int cornerLen;
uniform float scale;
in vec2 pos;
out vec2 uv;
void main()
{
int corner_id = (gl_VertexID / cornerLen) % 4;
vec2 final_pos = pos * scale;
if (corner_id == 0) {
uv = pos + vec2(1.0, 1.0);
final_pos += rect.yw; /* top right */
}
else if (corner_id == 1) {
uv = pos + vec2(-1.0, 1.0);
final_pos += rect.xw; /* top left */
}
else if (corner_id == 2) {
uv = pos + vec2(-1.0, -1.0);
final_pos += rect.xz; /* bottom left */
}
else {
uv = pos + vec2(1.0, -1.0);
final_pos += rect.yz; /* bottom right */
}
gl_Position = (ModelViewProjectionMatrix * vec4(final_pos, 0.0, 1.0));
}
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