#include "common.glsl" layout(binding = 0) uniform sampler2D image; layout(location = 0) in vec2 grid_pos; layout(location = 1) in vec2 cell_offset; layout(location = 2) in vec4 source_rect; layout(location = 3) in vec2 dest_size; out vec2 tex_coord; void main() { int vid = gl_VertexID; // We use a triangle strip with 4 vertices to render quads, // so we determine which corner of the cell this vertex is in // based on the vertex ID. // // 0 --> 1 // | .'| // | / | // | L | // 2 --> 3 // // 0 = top-left (0, 0) // 1 = top-right (1, 0) // 2 = bot-left (0, 1) // 3 = bot-right (1, 1) vec2 corner; corner.x = float(vid == 1 || vid == 3); corner.y = float(vid == 2 || vid == 3); // The texture coordinates start at our source x/y // and add the width/height depending on the corner. tex_coord = source_rect.xy; tex_coord += source_rect.zw * corner; // Normalize the coordinates. tex_coord /= textureSize(image, 0); // The position of our image starts at the top-left of the grid cell and // adds the source rect width/height components. vec2 image_pos = (cell_size * grid_pos) + cell_offset; image_pos += dest_size * corner; gl_Position = projection_matrix * vec4(image_pos.xy, 1.0, 1.0); }