attribute vec3 a_position; attribute vec2 a_normal; attribute vec3 a_length; attribute vec4 a_color; uniform mat4 modelView; uniform mat4 projection; uniform mat4 pivotTransform; uniform vec4 u_routeParams; varying vec3 v_length; varying vec4 v_color; void main() { vec2 transformedAxisPos = (vec4(a_position.xy, 0.0, 1.0) * modelView).xy; vec2 len = vec2(a_length.x, a_length.z); if (dot(a_normal, a_normal) != 0.0) { vec2 norm = a_normal * u_routeParams.x; transformedAxisPos = calcLineTransformedAxisPos(transformedAxisPos, a_position.xy + norm, modelView, length(norm)); if (u_routeParams.y != 0.0) len = vec2(a_length.x + a_length.y * u_routeParams.y, a_length.z); } v_length = vec3(len, u_routeParams.z); v_color = a_color; vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * projection; gl_Position = applyPivotTransform(pos, pivotTransform, 0.0); }