#version 420

#ifndef SPIRV_CROSS_CONSTANT_ID_0
#define SPIRV_CROSS_CONSTANT_ID_0 2048.0
#endif
const float DEPTH_TEX_SZ = SPIRV_CROSS_CONSTANT_ID_0;

layout(location = 0) out float quant_fract;
layout(location = 1) in float quant;
layout(location = 1) out vec2 centerpt;
layout(location = 0) in vec2 pos;
layout(location = 2) out float max_width;

void main()
{
    quant_fract = quant / 120.0;
    centerpt = pos * DEPTH_TEX_SZ;
    max_width = 10.0 * quant_fract;
    gl_Position = vec4((pos * 2.0) - vec2(1.0), 1.0, 1.0);
}

