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/**
* Simple shader that just draw one icon at the specified location
* does not need any vertex input (producing less call to immBegin/End)
*/
void main()
{
vec2 uv;
vec2 co;
if (gl_VertexID == 0) {
co = rect_geom.xw;
uv = rect_icon.xw;
mask_coord_interp = vec2(0, 1);
}
else if (gl_VertexID == 1) {
co = rect_geom.xy;
uv = rect_icon.xy;
mask_coord_interp = vec2(0, 0);
}
else if (gl_VertexID == 2) {
co = rect_geom.zw;
uv = rect_icon.zw;
mask_coord_interp = vec2(1, 1);
}
else {
co = rect_geom.zy;
uv = rect_icon.zy;
mask_coord_interp = vec2(1, 0);
}
/* Put origin in lower right corner. */
mask_coord_interp.x -= 1;
gl_Position = ModelViewProjectionMatrix * vec4(co, 0.0f, 1.0f);
texCoord_interp = uv;
}
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