layout (location = 0) in vec3 a_position; layout (location = 1) in vec2 a_normal; layout (location = 2) in vec2 a_colorTexCoords; layout (location = 3) in vec3 a_length; #ifdef ENABLE_VTF layout (location = 0) out LOW_P vec4 v_color; #else layout (location = 1) out vec2 v_colorTexCoord; #endif layout (location = 2) out float v_lengthY; layout (binding = 0) uniform UBO { mat4 u_modelView; mat4 u_projection; mat4 u_pivotTransform; vec4 u_position; vec2 u_lineParams; float u_accuracy; float u_zScale; float u_opacity; float u_azimut; }; #ifdef ENABLE_VTF layout (binding = 1) uniform sampler2D u_colorTex; #endif const float kAntialiasingThreshold = 0.92; void main() { vec2 transformedAxisPos = (vec4(a_position.xy, 0.0, 1.0) * u_modelView).xy; vec2 len = vec2(a_length.x, a_length.z); if (dot(a_normal, a_normal) != 0.0) { vec2 norm = a_normal * u_lineParams.x; transformedAxisPos = calcLineTransformedAxisPos(transformedAxisPos, a_position.xy + norm, u_modelView, length(norm)); if (u_lineParams.y != 0.0) len = vec2(a_length.x + a_length.y * u_lineParams.y, a_length.z); } #ifdef ENABLE_VTF v_color = texture(u_colorTex, a_colorTexCoords); #else v_colorTexCoord = a_colorTexCoords; #endif v_lengthY = len.y; vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * u_projection; gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0); }