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25
libs/shaders/GL/traffic_line.vsh.glsl
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libs/shaders/GL/traffic_line.vsh.glsl
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layout (location = 0) in vec3 a_position;
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layout (location = 1) in vec2 a_colorTexCoord;
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layout (location = 0) out vec2 v_colorTexCoord;
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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_trafficParams;
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vec4 u_outlineColor;
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vec4 u_lightArrowColor;
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vec4 u_darkArrowColor;
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float u_outline;
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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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vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * u_projection;
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v_colorTexCoord = a_colorTexCoord;
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gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0);
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}
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