#version 450 core struct DataS { vec2 pos; vec2 v1; vec2 v2; vec2 t1; vec2 t2; vec2 t3; }; layout (std430, binding = 9) readonly buffer Data { DataS data[]; }; layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ; out vec2 texPos; out vec2 distmask; out vec2 pinch; const int ks[6] = {0,1,2 // 2--3 ,2,1,3 // | | }; // 0--1 const vec2 cs[4] = { vec2 (-1,-1) , vec2 ( 1,-1) , vec2 (-1, 1) , vec2 ( 1, 1) }; vec2 f (vec2 p) // transforms a vector from "world" into "screen" space { return (theMat * vec4(p,0,1) - theMat * vec4(0,0,0,1)).xy; } vec2 g (vec2 p) { return normalize(p); } vec2 ncToTex (vec2 p) {return 0.5 * (p + 1);} mat4 toTransMat (vec2 p) { return mat4 ( 1, 0, 0 ,0 , 0, 1, 0 ,0 , 0, 0, 1 ,0 ,p.x,p.y, 0 ,1 ) ; } void main() { int k = ks[gl_VertexID]; DataS thedata = data[gl_VertexID/6]; vec4 off = theMat * vec4(data[gl_VertexID/6].pos, 0,1); vec2 r1 = f(thedata.v1); vec2 r2 = f(thedata.v2); mat2 distT = inverse (mat2(r1,r2)); distmask = distT * (cs[k] - off.xy); vec4 pinchx = theMat * toTransMat(thedata.t3) * toTransMat(thedata.pos) * mat4 (thedata.t1 , 0, 0 ,thedata.t2 , 0, 0 , 0, 0 , 0, 0 , 0, 0 , 0, 1 ) * inverse(toTransMat(thedata.pos)) * inverse(theMat) * (vec4(cs[k],0,1)); pinch = ncToTex(pinchx.xy) - ncToTex(cs[k]); texPos = ncToTex(cs[k]); gl_Position = vec4 (cs[k],0,1); }