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

48 lines
1.3 KiB
Text
Raw Normal View History

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_colorTexCoord;
#ifdef ENABLE_VTF
layout (location = 0) out LOW_P vec4 v_color;
#else
layout (location = 1) out vec2 v_colorTexCoord;
#endif
//layout (location = 2) out vec2 v_halfLength;
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()
{
vec2 normal = a_normal.xy;
float halfWidth = length(normal);
vec2 transformedAxisPos = (vec4(a_position.xy, 0.0, 1.0) * u_modelView).xy;
if (halfWidth != 0.0)
{
transformedAxisPos = calcLineTransformedAxisPos(transformedAxisPos, a_position.xy + normal,
u_modelView, halfWidth);
}
#ifdef ENABLE_VTF
v_color = texture(u_colorTex, a_colorTexCoord);
#else
v_colorTexCoord = a_colorTexCoord;
#endif
//v_halfLength = vec2(sign(a_normal.z) * halfWidth, abs(a_normal.z));
vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * u_projection;
gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0);
}