| // Copyright 2013 The Flutter Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #include <impeller/types.glsl> |
| |
| uniform FrameInfo { |
| mat4 mvp; |
| float depth; |
| } |
| frame_info; |
| |
| in vec2 position; |
| |
| void main() { |
| gl_Position = frame_info.mvp * vec4(position, 0.0, 1.0); |
| // We can just absorb W and override the depth value here because we don't |
| // need to worry about perspective correcting any vertex attributes when |
| // drawing clips. |
| gl_Position /= gl_Position.w; |
| gl_Position.z = frame_info.depth; |
| } |