co-maps/libs/shaders/GL/circle.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 vec3 a_normal;
layout (location = 2) in vec2 a_colorTexCoords;
#ifdef ENABLE_VTF
layout (location = 0) out LOW_P vec4 v_color;
#else
layout (location = 1) out vec2 v_colorTexCoords;
#endif
layout (location = 2) out vec3 v_radius;
layout (binding = 0) uniform UBO
{
mat4 u_modelView;
mat4 u_projection;
mat4 u_pivotTransform;
vec2 u_contrastGamma;
float u_opacity;
float u_zScale;
float u_interpolation;
float u_isOutlinePass;
};
#ifdef ENABLE_VTF
layout (binding = 1) uniform sampler2D u_colorTex;
#endif
void main()
{
vec4 p = vec4(a_position, 1) * u_modelView;
vec4 pos = vec4(a_normal.xy, 0, 0) + p;
gl_Position = applyPivotTransform(pos * u_projection, u_pivotTransform, 0.0);
#ifdef ENABLE_VTF
v_color = texture(u_colorTex, a_colorTexCoords);
#else
v_colorTexCoords = a_colorTexCoords;
#endif
v_radius = a_normal;
}