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Fr4nz D13trich 2025-11-22 13:58:55 +01:00
parent 4af19165ec
commit 68073add76
12458 changed files with 12350765 additions and 2 deletions

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layout (location = 0) in vec4 a_position;
layout (location = 1) in vec3 a_normal;
layout (location = 2) in vec4 a_color;
layout (location = 0) out vec4 v_radius;
layout (location = 1) out vec4 v_color;
layout (binding = 0) uniform UBO
{
mat4 u_modelView;
mat4 u_projection;
mat4 u_pivotTransform;
vec4 u_routeParams;
vec4 u_color;
vec4 u_maskColor;
vec4 u_outlineColor;
vec4 u_fakeColor;
vec4 u_fakeOutlineColor;
vec2 u_fakeBorders;
vec2 u_pattern;
vec2 u_angleCosSin;
float u_arrowHalfWidth;
float u_opacity;
};
void main()
{
float r = u_routeParams.x * a_normal.z;
vec2 normal = vec2(a_normal.x * u_angleCosSin.x - a_normal.y * u_angleCosSin.y,
a_normal.x * u_angleCosSin.y + a_normal.y * u_angleCosSin.x);
vec4 radius = vec4(normal.xy * r, r, a_position.w);
vec4 pos = vec4(a_position.xy, 0, 1) * u_modelView;
vec2 shiftedPos = radius.xy + pos.xy;
pos = vec4(shiftedPos, a_position.z, 1.0) * u_projection;
gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0);
v_radius = radius;
v_color = a_color;
}