// Vertex shader for scaling, rotate, and crop.
#version 450
layout(location = 0) out vec2 outTexCoord;
layout( push_constant ) uniform constants {
vec2 vertices[6];
vec2 visibleScale;
} pushConstants;
// Texture coordinates are always fixed.
vec2 texCoords[6] = vec2[6](
vec2(1.0, 0.0),
vec2(1.0, 1.0),
vec2(0.0, 0.0),
vec2(0.0, 0.0),
vec2(1.0, 1.0),
vec2(0.0, 1.0)
);
void main() {
// Adjust the gl_Position according to scaling, rotate, and crop parameters.
gl_Position = vec4(pushConstants.vertices[gl_VertexIndex], 0.0, 1.0);
// We over-allocate the pivot buffer, so we need to scale texture coordinates
// accordingly.
outTexCoord = texCoords[gl_VertexIndex] * pushConstants.visibleScale;
}