4 layout( location = 0 ) in vec2 aPosition;
5 layout( location = 0 ) in vec2 aDrift;
8 layout( set = 0, binding = 0, std140 ) uniform VertexData
16 layout( location = 0 ) out float vAlpha;
20 vec2 position = aPosition*(uSize.xy+vec2(0.75)) + aDrift*(borderSize+1.5);
21 gl_Position = uMvpMatrix * vec4(position, 0.0, 1.0);
22 vAlpha = min( abs(aDrift.x), abs(aDrift.y) )*(borderSize+1.5);