layout (location = 0) in vec3 a_position; layout (location = 1) in vec3 a_normalAndAnimateOrZ; layout (location = 2) in vec4 a_texCoords; layout (location = 3) in vec4 a_color; layout (location = 0) out vec4 v_texCoords; layout (location = 1) out vec4 v_maskColor; 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() { vec2 normal = a_normalAndAnimateOrZ.xy; if (a_normalAndAnimateOrZ.z > 0.0) normal = u_interpolation * normal; vec4 pivot = vec4(a_position, 1.0) * u_modelView; vec4 offset = vec4(normal, 0.0, 0.0) * u_projection; vec4 projectedPivot = pivot * u_projection; gl_Position = applyBillboardPivotTransform(projectedPivot, u_pivotTransform, 0.0, offset.xy); float newZ = projectedPivot.y / projectedPivot.w * 0.5 + 0.5; gl_Position.z = abs(a_normalAndAnimateOrZ.z) * newZ + (1.0 - abs(a_normalAndAnimateOrZ.z)) * gl_Position.z; v_texCoords = a_texCoords; v_maskColor = a_color; }