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#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
}