layout (location = 0) in vec3 a_position; layout (location = 1) in vec2 a_colorTexCoord; layout (location = 2) in vec2 a_outlineColorTexCoord; layout (location = 3) in vec2 a_normal; layout (location = 4) in vec2 a_maskTexCoord; #ifdef ENABLE_VTF layout (location = 0) out LOW_P vec4 v_color; #else layout (location = 1) out vec2 v_colorTexCoord; #endif layout (location = 2) out vec2 v_maskTexCoord; 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; }; #ifdef ENABLE_VTF layout (binding = 1) uniform sampler2D u_colorTex; #endif const float kBaseDepthShift = -10.0; void main() { float isOutline = step(0.5, u_isOutlinePass); float depthShift = kBaseDepthShift * isOutline; vec4 pos = (vec4(a_position, 1.0) + vec4(0.0, 0.0, depthShift, 0.0)) * u_modelView; vec4 shiftedPos = vec4(a_normal, 0.0, 0.0) + pos; gl_Position = shiftedPos * u_projection; #ifdef VULKAN gl_Position.y = -gl_Position.y; gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5; #endif vec2 colorTexCoord = mix(a_colorTexCoord, a_outlineColorTexCoord, isOutline); #ifdef ENABLE_VTF v_color = texture(u_colorTex, colorTexCoord); #else v_colorTexCoord = colorTexCoord; #endif v_maskTexCoord = a_maskTexCoord; }