layout (location = 0) in vec3 a_position; layout (location = 1) in vec3 a_normal; layout (location = 2) in vec2 a_colorTexCoords; layout (location = 0) out vec2 v_colorTexCoords; layout (location = 1) out float v_intensity; 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; }; const vec4 kNormalizedLightDir = vec4(0.3162, 0.0, 0.9486, 0.0); void main() { vec4 pos = vec4(a_position, 1.0) * u_modelView; vec4 normal = vec4(a_position + a_normal, 1.0) * u_modelView; normal.xyw = (normal * u_projection).xyw; normal.z = normal.z * u_zScale; pos.xyw = (pos * u_projection).xyw; pos.z = a_position.z * u_zScale; vec4 normDir = normal - pos; if (dot(normDir, normDir) != 0.0) v_intensity = max(0.0, -dot(kNormalizedLightDir, normalize(normDir))); else v_intensity = 0.0; gl_Position = u_pivotTransform * pos; #ifdef VULKAN gl_Position.y = -gl_Position.y; gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5; #endif v_colorTexCoords = a_colorTexCoords; }