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blender-archive/source/blender/gpu/shaders/gpu_shader_text_geom.glsl

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layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
in vec4 pos_rect[];
in vec4 tex_rect[];
in vec4 color[];
flat out vec4 color_flat;
noperspective out vec2 texCoord_interp;
void main()
{
color_flat = color[0];
gl_Position.zw = vec2(0.0, 1.0);
gl_Position.xy = pos_rect[0].xy;
texCoord_interp = tex_rect[0].xw;
EmitVertex();
gl_Position.xy = pos_rect[0].zy;
texCoord_interp = tex_rect[0].zw;
EmitVertex();
gl_Position.xy = pos_rect[0].xw;
texCoord_interp = tex_rect[0].xy;
EmitVertex();
gl_Position.xy = pos_rect[0].zw;
texCoord_interp = tex_rect[0].zy;
EmitVertex();
EndPrimitive();
}