layout (location = 0) in vec3 a_position; layout (location = 1) in vec4 a_normal; layout (location = 2) in vec4 a_color; layout (location = 0) out vec3 v_radius; layout (location = 1) out vec4 v_color; layout (binding = 0) uniform UBO { mat4 u_modelView; mat4 u_projection; mat4 u_pivotTransform; vec4 u_params; float u_lineHalfWidth; float u_maxRadius; }; void main() { vec2 normal = a_normal.xy; vec2 transformedAxisPos = (vec4(a_position.xy, 0.0, 1.0) * u_modelView).xy; if (dot(normal, normal) != 0.0) { vec2 norm = normal * u_lineHalfWidth; transformedAxisPos = calcLineTransformedAxisPos(transformedAxisPos, a_position.xy + norm, u_modelView, length(norm)); } transformedAxisPos += a_normal.zw * u_lineHalfWidth; vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * u_projection; gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0); v_color = a_color; v_radius = vec3(a_normal.zw, u_maxRadius) * u_lineHalfWidth; }