layout (location = 0) in vec2 a_normal; layout (location = 1) 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; vec4 u_position; vec2 u_lineParams; float u_accuracy; float u_zScale; float u_opacity; float u_azimut; }; void main() { vec4 position = vec4(u_position.xy, 0.0, 1.0) * u_modelView; vec4 normal = vec4(a_normal * u_accuracy, 0.0, 0.0); position = (position + normal) * u_projection; gl_Position = applyPivotTransform(position, u_pivotTransform, u_position.z * u_zScale); v_colorTexCoords = a_colorTexCoords; }