#version 440 layout(location = 0) in vec4 vertexCoord; layout(location = 1) in vec4 vertexColor; layout(location = 0) out float gradTabIndex; layout(std140, binding = 0) uniform buf { #if QSHADER_VIEW_COUNT >= 2 mat4 matrix[QSHADER_VIEW_COUNT]; #else mat4 matrix; #endif mat4 gradientMatrix; vec2 gradStart; vec2 gradEnd; float opacity; } ubuf; void main() { vec2 gradVertexCoord = (ubuf.gradientMatrix * vertexCoord).xy; vec2 gradVec = ubuf.gradEnd - ubuf.gradStart; gradTabIndex = dot(gradVec, gradVertexCoord - ubuf.gradStart) / (gradVec.x * gradVec.x + gradVec.y * gradVec.y); #if QSHADER_VIEW_COUNT >= 2 gl_Position = ubuf.matrix[gl_ViewIndex] * vertexCoord; #else gl_Position = ubuf.matrix * vertexCoord; #endif }