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

35 lines
1 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_normalAndAnimateOrZ;
layout (location = 2) in vec4 a_texCoords;
layout (location = 3) in vec4 a_color;
layout (location = 0) out vec4 v_texCoords;
layout (location = 1) out vec4 v_maskColor;
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;
};
void main()
{
vec2 normal = a_normalAndAnimateOrZ.xy;
if (a_normalAndAnimateOrZ.z > 0.0)
normal = u_interpolation * normal;
vec4 p = vec4(a_position, 1.0) * u_modelView;
vec4 pos = vec4(normal, 0.0, 0.0) + p;
vec4 projectedPivot = p * u_projection;
gl_Position = applyPivotTransform(pos * u_projection, u_pivotTransform, 0.0);
float newZ = projectedPivot.y / projectedPivot.w * 0.5 + 0.5;
gl_Position.z = abs(a_normalAndAnimateOrZ.z) * newZ + (1.0 - abs(a_normalAndAnimateOrZ.z)) * gl_Position.z;
v_texCoords = a_texCoords;
v_maskColor = a_color;
}