#version 150 // Allows for about 8 million draws per frame const float DEPTH_INCREMENT = 1.0 / float(1u << 22u); uniform ivec2 uScreenSize; in ivec4 vBounds; in ivec4 vClip; in uint vColour; in int vDepth; in mat4x2 vVertMat; flat out uint fColour; void main() { vec2 pos = clamp(vVertMat * vBounds, vClip.xy, vClip.zw); // Transform screen coordinates to viewport coordinates pos = (pos * (2.0 / uScreenSize)) - 1.0; pos.y *= -1; float depth = 1.0 - (vDepth + 1) * DEPTH_INCREMENT; fColour = vColour; gl_Position = vec4(pos, depth, 1.0); }