#version 440 layout(location = 0) in vec2 vPos; layout(location = 1) in vec2 vTex; layout(location = 0) out vec4 fTexS; layout(location = 1) out float progress; layout(std140, binding = 0) uniform buf { #if QSHADER_VIEW_COUNT >= 2 mat4 matrix[QSHADER_VIEW_COUNT]; #else mat4 matrix; #endif vec4 animPos; // x,y, x,y (two frames for interpolation) vec3 animData; // w,h(premultiplied of anim), interpolation progress float opacity; }; void main() { progress = animData.z; // Calculate frame location in texture fTexS.xy = animPos.xy + vTex.xy * animData.xy; // Next frame is also passed, for interpolation fTexS.zw = animPos.zw + vTex.xy * animData.xy; #if QSHADER_VIEW_COUNT >= 2 gl_Position = matrix[gl_ViewIndex] * vec4(vPos.x, vPos.y, 0, 1); #else gl_Position = matrix * vec4(vPos.x, vPos.y, 0, 1); #endif }