layout (location = 0) in vec3 a_position; layout (location = 1) in vec3 a_normal; layout (location = 2) in vec2 a_colorTexCoord; layout (location = 3) in vec4 a_maskTexCoord; layout (location = 0) out vec2 v_colorTexCoord; layout (location = 1) out vec2 v_maskTexCoord; //layout (location = 2) out vec2 v_halfLength; 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; }; void main() { vec2 normal = a_normal.xy; float halfWidth = length(normal); vec2 transformedAxisPos = (vec4(a_position.xy, 0.0, 1.0) * u_modelView).xy; if (halfWidth != 0.0) { transformedAxisPos = calcLineTransformedAxisPos(transformedAxisPos, a_position.xy + normal, u_modelView, halfWidth); } float uOffset = min(length(vec4(kShapeCoordScalar, 0, 0, 0) * u_modelView) * a_maskTexCoord.x, 1.0); v_colorTexCoord = a_colorTexCoord; v_maskTexCoord = vec2(a_maskTexCoord.y + uOffset * a_maskTexCoord.z, a_maskTexCoord.w); //v_halfLength = vec2(sign(a_normal.z) * halfWidth, abs(a_normal.z)); vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * u_projection; gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0); }