attribute vec3 a_position; attribute vec3 a_normal; attribute vec2 a_colorTexCoord; attribute vec4 a_maskTexCoord; uniform mat4 modelView; uniform mat4 projection; uniform mat4 pivotTransform; varying vec2 v_colorTexCoord; varying vec2 v_maskTexCoord; 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) * modelView).xy; if (halfWidth != 0.0) { transformedAxisPos = calcLineTransformedAxisPos(transformedAxisPos, a_position.xy + normal, modelView, halfWidth); } float uOffset = min(length(vec4(kShapeCoordScalar, 0, 0, 0) * modelView) * a_maskTexCoord.x, 1.0); v_colorTexCoord = a_colorTexCoord; v_maskTexCoord = vec2(a_maskTexCoord.y + uOffset * a_maskTexCoord.z, a_maskTexCoord.w); v_halfLength = vec2(sign(a_normal.z) * halfWidth, abs(a_normal.z)); vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * projection; gl_Position = applyPivotTransform(pos, pivotTransform, 0.0); }