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comaps/shaders/GL/line.vsh.glsl
Konstantin Pastbin e3e4a1985a Organic Maps sources as of 02.04.2025 (fad26bbf22ac3da75e01e62aa01e5c8e11861005)
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2025-05-08 21:10:51 +07:00

38 lines
1015 B
GLSL

attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_colorTexCoord;
uniform mat4 u_modelView;
uniform mat4 u_projection;
uniform mat4 u_pivotTransform;
#ifdef ENABLE_VTF
uniform sampler2D u_colorTex;
varying LOW_P vec4 v_color;
#else
varying vec2 v_colorTexCoord;
#endif
//varying vec2 v_halfLength;
void main()
{
vec2 normal = a_normal.xy;
float halfWidth = length(normal);
vec2 transformedAxisPos = (vec4(a_position.xy, 0.0, 1.0) * u_modelView).xy;
if (halfWidth != 0.0)
{
transformedAxisPos = calcLineTransformedAxisPos(transformedAxisPos, a_position.xy + normal,
u_modelView, halfWidth);
}
#ifdef ENABLE_VTF
v_color = texture2D(u_colorTex, a_colorTexCoord);
#else
v_colorTexCoord = a_colorTexCoord;
#endif
//v_halfLength = vec2(sign(a_normal.z) * halfWidth, abs(a_normal.z));
vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * u_projection;
gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0);
}