layout (location = 0) in vec3 a_position; layout (location = 1) in vec3 a_normal; layout (location = 2) in vec2 a_colorTexCoords; #ifdef ENABLE_VTF layout (location = 0) out LOW_P vec4 v_color; #else layout (location = 1) out vec2 v_colorTexCoords; #endif layout (location = 2) out vec3 v_radius; 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; }; #ifdef ENABLE_VTF layout (binding = 1) uniform sampler2D u_colorTex; #endif void main() { vec4 p = vec4(a_position, 1) * u_modelView; vec4 pos = vec4(a_normal.xy, 0, 0) + p; gl_Position = applyPivotTransform(pos * u_projection, u_pivotTransform, 0.0); #ifdef ENABLE_VTF v_color = texture(u_colorTex, a_colorTexCoords); #else v_colorTexCoords = a_colorTexCoords; #endif v_radius = a_normal; }