#version 330 in vec2 uv; /* image uv */ in vec4 border; /* uv length of border, normalized to image dimensions; left, bottom, right, top */ in vec2 scale; /* polygon dimensions / texture dimensions */ in vec4 fcolor; out vec4 color; uniform sampler2d image; float map(float value, float min1, float max1, float min2, float max2) { return min2 + (value - min1) * (max2 - min2) / (max1 - min1); } float processAxis(float coord, float texBorder, float winBorder) { if (coord < winBorder) return map(coord, 0, winBorder, 0, texBorder); if (coord < 1 - winBorder) return map(coord, winBorder, 1 - winBorder, texBorder, 1 - texBorder); return map(coord, 1 - winBorder, 1, 1 - texBorder, 1); } uv9slice(vec2 uv, vec2 s, vec4 b) { vec2 t = clamp((s * uv - b.xy) / (s - b.xy - b.zw), 0.0, 1.0); return mix(uv * s, 1.0 - s * (1.0 - uv), t); } void main() { uv = uv9slice(uv, scale, border); color = fcolor * texture(image, uv); }