#version 150 // Allows for about 8 million draws per frame const float DEPTH_INCREMENT = 1.0 / float(1u << 22u); uniform ivec2 uScreenSize; // clang-format off in ivec4 vClip; in int vTexColourAtlas; in vec4 vTexColourBounds; in int vTexMaskAtlas; in vec4 vTexMaskBounds; in ivec3 vPalettes; in int vFlags; in uint vColour; in ivec4 vBounds; in int vDepth; in mat4x2 vVertMat; in vec2 vVertVec; out vec2 fPosition; out vec3 fPeelPos; flat out int fFlags; flat out uint fColour; out vec3 fTexColour; out vec3 fTexMask; flat out vec3 fPalettes; // clang-format on void main() { // Clamp position by vClip, correcting interpolated values for the clipping vec2 m = clamp( ((vVertMat * vec4(vClip)) - (vVertMat * vec4(vBounds))) / vec2(vBounds.zw - vBounds.xy) + vVertVec, 0.0, 1.0); vec2 pos = mix(vec2(vBounds.xy), vec2(vBounds.zw), m); fTexColour = vec3(mix(vTexColourBounds.xy, vTexColourBounds.zw, m), vTexColourAtlas); fTexMask = vec3(mix(vTexMaskBounds.xy, vTexMaskBounds.zw, m), vTexMaskAtlas); fPosition = pos; // Transform screen coordinates to texture coordinates float depth = 1.0 - (float(vDepth) + 1.0) * DEPTH_INCREMENT; pos = pos / vec2(uScreenSize); pos.y = pos.y * -1.0 + 1.0; fPeelPos = vec3(pos, depth * 0.5 + 0.5); fFlags = vFlags; fColour = vColour; fPalettes = vec3(vPalettes); // Transform texture coordinates to viewport coordinates pos = pos * 2.0 - 1.0; gl_Position = vec4(pos, depth, 1.0); }