Files
comaps/libs/shaders/GL/transit_circle.vsh.glsl
renderexpert 897d7a253d Refactor shaders to use GLES3 syntax
Signed-off-by: renderexpert <expert@renderconsulting.co.uk>
2025-08-17 08:30:56 +02:00

31 lines
896 B
GLSL

in vec3 a_position;
in vec4 a_normal;
in vec4 a_color;
uniform mat4 u_modelView;
uniform mat4 u_projection;
uniform mat4 u_pivotTransform;
uniform float u_lineHalfWidth;
uniform float u_maxRadius;
out vec3 v_radius;
out vec4 v_color;
void main()
{
vec2 normal = a_normal.xy;
vec2 transformedAxisPos = (vec4(a_position.xy, 0.0, 1.0) * u_modelView).xy;
if (dot(normal, normal) != 0.0)
{
vec2 norm = normal * u_lineHalfWidth;
transformedAxisPos = calcLineTransformedAxisPos(transformedAxisPos, a_position.xy + norm,
u_modelView, length(norm));
}
transformedAxisPos += a_normal.zw * u_lineHalfWidth;
vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * u_projection;
gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0);
v_color = a_color;
v_radius = vec3(a_normal.zw, u_maxRadius) * u_lineHalfWidth;
}