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() { float sinV = sin(u_azimut); float cosV = cos(u_azimut); mat4 rotation; rotation[0] = vec4(cosV, sinV, 0.0, 0.0); rotation[1] = vec4(-sinV, cosV, 0.0, 0.0); rotation[2] = vec4(0.0, 0.0, 1.0, 0.0); rotation[3] = vec4(0.0, 0.0, 0.0, 1.0); vec4 pos = vec4(u_position.xyz, 1.0) * u_modelView; vec4 normal = vec4(a_normal, 0, 0); vec4 shiftedPos = normal * rotation + pos; gl_Position = applyPivotTransform(shiftedPos * u_projection, u_pivotTransform, 0.0); v_colorTexCoords = a_colorTexCoords; }