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uniform mat4 ModelViewProjectionMatrix;
in vec4 pos; /* rect */
in vec4 col;
in int offset;
in ivec2 glyph_size;
flat out vec4 color_flat;
noperspective out vec2 texCoord_interp;
flat out int glyph_offset;
flat out ivec2 glyph_dim;
flat out int interp_size;
void main()
{
color_flat = col;
glyph_offset = offset;
glyph_dim = abs(glyph_size);
interp_size = int(glyph_size.x < 0) + int(glyph_size.y < 0);
/* Quad expension using instanced rendering. */
float x = float(gl_VertexID % 2);
float y = float(gl_VertexID / 2);
vec2 quad = vec2(x, y);
vec2 interp_offset = float(interp_size) / abs(pos.zw - pos.xy);
texCoord_interp = mix(-interp_offset, 1.0 + interp_offset, quad);
vec2 final_pos = mix(
pos.xy + ivec2(-interp_size, interp_size), pos.zw + ivec2(interp_size, -interp_size), quad);
gl_Position = ModelViewProjectionMatrix * vec4(final_pos, 0.0, 1.0);
}