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37
libs/shaders/GL/route_arrow.vsh.glsl
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37
libs/shaders/GL/route_arrow.vsh.glsl
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layout (location = 0) in vec4 a_position;
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layout (location = 1) in vec2 a_normal;
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layout (location = 2) in vec2 a_colorTexCoords;
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layout (location = 0) out vec2 v_colorTexCoords;
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layout (binding = 0) uniform UBO
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{
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mat4 u_modelView;
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mat4 u_projection;
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mat4 u_pivotTransform;
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vec4 u_routeParams;
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vec4 u_color;
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vec4 u_maskColor;
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vec4 u_outlineColor;
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vec4 u_fakeColor;
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vec4 u_fakeOutlineColor;
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vec2 u_fakeBorders;
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vec2 u_pattern;
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vec2 u_angleCosSin;
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float u_arrowHalfWidth;
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float u_opacity;
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};
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void main()
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{
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vec2 transformedAxisPos = (vec4(a_position.xy, 0.0, 1.0) * u_modelView).xy;
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if (dot(a_normal, a_normal) != 0.0)
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{
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vec2 norm = a_normal * u_arrowHalfWidth;
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transformedAxisPos = calcLineTransformedAxisPos(transformedAxisPos, a_position.xy + norm,
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u_modelView, length(norm));
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}
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v_colorTexCoords = a_colorTexCoords;
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vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * u_projection;
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gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0);
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}
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