layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec2 vertexTexCoord;
layout (location = 2) in vec4 vertexColor;
layout (std140) uniform Uniforms {
mat4 worldViewProjection;
vec4 solidColor;
vec4 gradientColors[16];
float gradientStops[16];
// Begin point of linear gradient *or* center of radial gradient in normalized coordinates.
vec2 gradientOrigin;
// End point of linear gradient in normalized coordinates.
vec2 gradientEnd;
vec2 resolution;
vec2 boundsMin;
vec2 boundsMax;
bool isFont;
float opacity;
int brushType;
int gradientPointCount;
};
out vec2 texCoord;
out vec4 color;
void main()
{
texCoord = vertexTexCoord;
color = vertexColor;
gl_Position = worldViewProjection * vec4(vertexPosition, 1.0);
}