layout (location = 0) in vec3 a_position; layout (location = 1) in vec2 a_colorTexCoord; layout (location = 0) out vec2 v_colorTexCoord; 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 transformedAxisPos = (vec4(a_position.xy, 0.0, 1.0) * u_modelView).xy; vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * u_projection; v_colorTexCoord = a_colorTexCoord; gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0); }