attribute vec3 a_position; attribute vec3 a_normal; attribute vec2 a_colorTexCoords; uniform mat4 modelView; uniform mat4 projection; uniform mat4 pivotTransform; varying vec3 v_radius; #ifdef ENABLE_VTF uniform sampler2D u_colorTex; varying lowp vec4 v_color; #else varying vec2 v_colorTexCoords; #endif void main() { vec4 p = vec4(a_position, 1) * modelView; vec4 pos = vec4(a_normal.xy, 0, 0) + p; gl_Position = applyPivotTransform(pos * projection, pivotTransform, 0.0); #ifdef ENABLE_VTF v_color = texture2D(u_colorTex, a_colorTexCoords); #else v_colorTexCoords = a_colorTexCoords; #endif v_radius = a_normal; }