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#version 150
struct m3x2
{
vec3 r0;
vec3 r1;
};
struct Block
{
vec4 transform;
vec2 pathOffset;
};
uniform Block _block;
in vec2 from;
in vec2 ctrl;
in vec2 to;
in float maxy;
in float corner;
out vec2 vFrom;
out vec2 vCtrl;
out vec2 vTo;
vec3 transform3x2(m3x2 t, vec3 v)
{
return vec3(dot(t.r0, v), dot(t.r1, v), dot(vec3(0.0, 0.0, 1.0), v));
}
void main()
{
vec2 from_1 = from + _block.pathOffset;
vec2 ctrl_1 = ctrl + _block.pathOffset;
vec2 to_1 = to + _block.pathOffset;
float maxy_1 = maxy + _block.pathOffset.y;
float c = corner;
vec2 pos;
if (c >= 0.375)
{
c -= 0.5;
pos.y = maxy_1 + 1.0;
}
else
{
pos.y = min(min(from_1.y, ctrl_1.y), to_1.y) - 1.0;
}
if (c >= 0.125)
{
pos.x = max(max(from_1.x, ctrl_1.x), to_1.x) + 1.0;
}
else
{
pos.x = min(min(from_1.x, ctrl_1.x), to_1.x) - 1.0;
}
vFrom = from_1 - pos;
vCtrl = ctrl_1 - pos;
vTo = to_1 - pos;
pos = (pos * _block.transform.xy) + _block.transform.zw;
m3x2 param = m3x2(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0));
vec3 param_1 = vec3(pos, 0.0);
gl_Position = vec4(transform3x2(param, param_1), 1.0);
}
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