// -*- mode: c -*- #ifdef GLSL330 layout (location = 0) in vec2 position; #elif defined(GLSL130) in vec2 position; #elif defined(GLSL120) attribute vec2 position; #endif #ifdef GLSL120 varying vec2 fragPosition; #else out vec2 fragPosition; #endif #ifdef GLSL120 uniform mat4 mvp; uniform vec4 color; uniform mat3 gradientMatrix; #else layout (std140) uniform Fill { mat4 mvp; vec4 color; int mode; vec4 endColor; mat3 gradientMatrix; vec2 gradientRange; float radialGradientRatio; }; #endif void main(void) { // Short-circuit because the fragments will just be discarded // anyway. if (color.a <= 0.0) { gl_Position = vec4(0.0, 0.0, 0.0, 1.0); } else { fragPosition = (gradientMatrix * vec3(position, 1.0)).xy; gl_Position = mvp * vec4(position, 0.0, 1.0); } }