layout (location = 0) in vec4 a_position; layout (location = 1) in vec4 a_normal; layout (location = 2) in vec2 a_colorTexCoord; layout (location = 0) out vec2 v_colorTexCoord; layout (location = 1) out vec3 v_radius; layout (binding = 0) uniform UBO { mat4 u_modelView; mat4 u_projection; mat4 u_pivotTransform; vec4 u_trafficParams; vec4 u_outlineColor; vec4 u_lightArrowColor; vec4 u_darkArrowColor; float u_outline; float u_opacity; }; void main() { vec2 normal = a_normal.xy; vec2 transformedAxisPos = (vec4(a_position.xy, 0.0, 1.0) * u_modelView).xy; int index = int(a_position.w); float leftSize = u_lightArrowColor[index]; float rightSize = u_darkArrowColor[index]; if (dot(normal, normal) != 0.0) { // offset by normal = rightVec * (rightSize - leftSize) / 2 vec2 norm = normal * 0.5 * (rightSize - leftSize); transformedAxisPos = calcLineTransformedAxisPos(transformedAxisPos, a_position.xy + norm, u_modelView, length(norm)); } // radius = (leftSize + rightSize) / 2 v_radius = vec3(a_normal.zw, 1.0) * 0.5 * (leftSize + rightSize); vec2 finalPos = transformedAxisPos + v_radius.xy; v_colorTexCoord = a_colorTexCoord; vec4 pos = vec4(finalPos, a_position.z, 1.0) * u_projection; gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0); }