38 lines
1.1 KiB
GLSL
38 lines
1.1 KiB
GLSL
layout (location = 0) in vec4 a_position;
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layout (location = 1) in vec3 a_normal;
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layout (location = 2) in vec4 a_color;
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layout (location = 0) out vec4 v_radius;
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layout (location = 1) out vec4 v_color;
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layout (binding = 0) uniform UBO
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{
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mat4 u_modelView;
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mat4 u_projection;
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mat4 u_pivotTransform;
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vec4 u_routeParams;
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vec4 u_color;
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vec4 u_maskColor;
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vec4 u_outlineColor;
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vec4 u_fakeColor;
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vec4 u_fakeOutlineColor;
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vec2 u_fakeBorders;
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vec2 u_pattern;
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vec2 u_angleCosSin;
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float u_arrowHalfWidth;
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float u_opacity;
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};
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void main()
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{
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float r = u_routeParams.x * a_normal.z;
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vec2 normal = vec2(a_normal.x * u_angleCosSin.x - a_normal.y * u_angleCosSin.y,
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a_normal.x * u_angleCosSin.y + a_normal.y * u_angleCosSin.x);
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vec4 radius = vec4(normal.xy * r, r, a_position.w);
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vec4 pos = vec4(a_position.xy, 0, 1) * u_modelView;
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vec2 shiftedPos = radius.xy + pos.xy;
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pos = vec4(shiftedPos, a_position.z, 1.0) * u_projection;
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gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0);
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v_radius = radius;
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v_color = a_color;
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}
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