update DrawRect2D shaders
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09f5818143
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9ce56221ff
@ -3,15 +3,20 @@
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layout (points) in;
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layout (triangle_strip,max_vertices=4) out;
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layout(location=0) in vec4 GeometryTexCoord[];
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layout(location=0) out vec2 FragmentTexCoord;
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void main()
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{
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vec2 lt=gl_in[0].gl_Position.xy;
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vec2 rb=gl_in[0].gl_Position.zw;
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vec2 vlt=gl_in[0].gl_Position.xy;
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vec2 vrb=gl_in[0].gl_Position.zw;
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vec2 tlt=GeometryTexCoord[0].xy;
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vec2 trb=GeometryTexCoord[0].zw;
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gl_Position=vec4(lt, vec2(0,1));EmitVertex();
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gl_Position=vec4(lt.x,rb.y, vec2(0,1));EmitVertex();
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gl_Position=vec4(rb.x,lt.y, vec2(0,1));EmitVertex();
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gl_Position=vec4(rb, vec2(0,1));EmitVertex();
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gl_Position=vec4(vlt, vec2(0,1));FragmentTexCoord=tlt; EmitVertex();
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gl_Position=vec4(vlt.x, vrb.y, vec2(0,1));FragmentTexCoord=vec2(tlt.x,trb.y); EmitVertex();
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gl_Position=vec4(vrb.x, vlt.y, vec2(0,1));FragmentTexCoord=vec2(trb.x,tlt.y); EmitVertex();
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gl_Position=vec4(vrb, vec2(0,1));FragmentTexCoord=trb; EmitVertex();
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EndPrimitive();
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}
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@ -1,6 +1,7 @@
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#version 450 core
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layout(location = 0) in vec4 Vertex;
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layout(location = 1) in vec4 TexCoord;
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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{
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@ -20,6 +21,8 @@ layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
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vec2 viewport_resolution;
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}world;
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layout(location=0) out vec4 GeometryTexCoord;
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void main()
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{
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vec4 lt=vec4(Vertex.xy,vec2(0,1));
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@ -28,5 +31,7 @@ void main()
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vec4 lt_fin=lt*world.ortho;
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vec4 rb_fin=rb*world.ortho;
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GeometryTexCoord=TexCoord;
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gl_Position=vec4(lt_fin.xy,rb_fin.xy);
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}
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