layout (location = 0) in vec4 a_position; layout (location = 1) in vec2 a_normal; layout (location = 2) in vec2 a_colorTexCoords; layout (location = 0) out vec2 v_colorTexCoords; 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() { vec4 pos = vec4(a_position.xyz, 1) * u_modelView; float normalLen = length(a_normal); vec4 n = vec4(a_position.xy + a_normal * kShapeCoordScalar, 0.0, 0.0) * u_modelView; vec4 norm = vec4(0.0, 0.0, 0.0, 0.0); if (dot(n, n) != 0.0) norm = normalize(n) * normalLen; vec4 shiftedPos = norm + pos; gl_Position = applyPivotTransform(shiftedPos * u_projection, u_pivotTransform, 0.0); v_colorTexCoords = a_colorTexCoords; }