layout (location = 0) in vec3 a_position; layout (location = 1) in vec3 a_normal; layout (location = 2) in vec2 a_colorTexCoord; #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_halfLength; 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; }; #ifdef ENABLE_VTF layout (binding = 1) uniform sampler2D u_colorTex; #endif void main() { vec2 normal = a_normal.xy; float halfWidth = length(normal); vec2 transformedAxisPos = (vec4(a_position.xy, 0.0, 1.0) * u_modelView).xy; if (halfWidth != 0.0) { transformedAxisPos = calcLineTransformedAxisPos(transformedAxisPos, a_position.xy + normal, u_modelView, halfWidth); } #ifdef ENABLE_VTF v_color = texture(u_colorTex, a_colorTexCoord); #else v_colorTexCoord = a_colorTexCoord; #endif //v_halfLength = vec2(sign(a_normal.z) * halfWidth, abs(a_normal.z)); vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * u_projection; gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0); }