28 lines
709 B
GLSL
28 lines
709 B
GLSL
layout (location = 0) in vec3 a_normal;
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layout (location = 1) in vec3 a_position;
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layout (location = 2) in vec4 a_color;
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layout (location = 0) out vec3 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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vec2 u_contrastGamma;
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float u_opacity;
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float u_zScale;
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float u_interpolation;
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float u_isOutlinePass;
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};
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void main()
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{
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vec3 radius = a_normal * a_position.z;
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vec4 pos = vec4(a_position.xy, 0, 1) * u_modelView;
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vec4 shiftedPos = vec4(radius.xy, 0, 0) + pos;
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gl_Position = applyPivotTransform(shiftedPos * u_projection, 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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