layout (location = 0) in vec2 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; vec2 u_contrastGamma; vec2 u_position; float u_isOutlinePass; float u_opacity; float u_length; }; void main() { gl_Position = vec4(u_position + a_position + u_length * a_normal, 0, 1) * u_projection; #ifdef VULKAN gl_Position.y = -gl_Position.y; gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5; #endif v_colorTexCoords = a_colorTexCoords; }