co-maps/libs/shaders/GL/route.vsh.glsl
2025-11-22 13:58:55 +01:00

43 lines
1.3 KiB
GLSL

layout (location = 0) in vec3 a_position;
layout (location = 1) in vec2 a_normal;
layout (location = 2) in vec3 a_length;
layout (location = 3) in vec4 a_color;
layout (location = 0) out vec3 v_length;
layout (location = 1) out vec4 v_color;
layout (binding = 0) uniform UBO
{
mat4 u_modelView;
mat4 u_projection;
mat4 u_pivotTransform;
vec4 u_routeParams;
vec4 u_color;
vec4 u_maskColor;
vec4 u_outlineColor;
vec4 u_fakeColor;
vec4 u_fakeOutlineColor;
vec2 u_fakeBorders;
vec2 u_pattern;
vec2 u_angleCosSin;
float u_arrowHalfWidth;
float u_opacity;
};
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_routeParams.x;
transformedAxisPos = calcLineTransformedAxisPos(transformedAxisPos, a_position.xy + norm,
u_modelView, length(norm));
if (u_routeParams.y != 0.0)
len = vec2(a_length.x + a_length.y * u_routeParams.y, a_length.z);
}
v_length = vec3(len, u_routeParams.z);
v_color = a_color;
vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * u_projection;
gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0);
}