layout (location = 0) in vec4 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; mat4 u_pivotTransform; vec4 u_routeParams; vec4 u_color; vec4 u_maskColor; vec4 u_outlineColor; vec4 u_fakeColor; vec4 u_fakeOutlineColor; vec2 u_fakeBorders; vec2 u_pattern; vec2 u_angleCosSin; float u_arrowHalfWidth; float u_opacity; }; void main() { vec2 transformedAxisPos = (vec4(a_position.xy, 0.0, 1.0) * u_modelView).xy; if (dot(a_normal, a_normal) != 0.0) { vec2 norm = a_normal * u_arrowHalfWidth; transformedAxisPos = calcLineTransformedAxisPos(transformedAxisPos, a_position.xy + norm, u_modelView, length(norm)); } v_colorTexCoords = a_colorTexCoords; vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * u_projection; gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0); }