co-maps/libs/shaders/GL/transit_marker.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_offsets;
layout (location = 1) 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()
{
vec4 pos = vec4(a_position.xy, 0, 1) * u_modelView;
vec2 normal = vec2(a_normal.x * u_params.x - a_normal.y * u_params.y,
a_normal.x * u_params.y + a_normal.y * u_params.x);
vec2 shiftedPos = normal * u_params.z + pos.xy;
pos = vec4(shiftedPos, a_position.z, 1.0) * u_projection;
gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0);
vec2 offsets = abs(a_normal.zw);
v_offsets = vec4(a_normal.zw, offsets - 1.0);
v_color = a_color;
}