co-maps/libs/shaders/GL/transit.vsh.glsl

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2025-11-22 13:58:55 +01:00
layout (location = 0) in vec3 a_position;
layout (location = 1) in vec4 a_normal;
layout (location = 2) in vec4 a_color;
layout (location = 0) out vec4 v_color;
layout (binding = 0) uniform UBO
{
mat4 u_modelView;
mat4 u_projection;
mat4 u_pivotTransform;
vec4 u_params;
float u_lineHalfWidth;
float u_maxRadius;
};
void main()
{
vec2 normal = a_normal.xy;
vec2 transformedAxisPos = (vec4(a_position.xy, 0.0, 1.0) * u_modelView).xy;
if (dot(normal, normal) != 0.0)
{
vec2 norm = normal * u_lineHalfWidth;
transformedAxisPos = calcLineTransformedAxisPos(transformedAxisPos, a_position.xy + norm,
u_modelView, length(norm));
}
v_color = a_color;
vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * u_projection;
gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0);
}