attribute vec4 a_position; attribute vec2 a_normal; attribute vec2 a_colorTexCoord; attribute vec2 a_maskTexCoord; uniform mat4 modelView; uniform mat4 projection; uniform mat4 pivotTransform; uniform float u_isOutlinePass; uniform float zScale; #ifdef ENABLE_VTF uniform sampler2D u_colorTex; varying lowp vec4 v_color; #else varying vec2 v_colorTexCoord; #endif varying vec2 v_maskTexCoord; void main() { vec4 pivot = vec4(a_position.xyz, 1.0) * modelView; vec4 offset = vec4(a_normal, 0.0, 0.0) * projection; gl_Position = applyBillboardPivotTransform(pivot * projection, pivotTransform, a_position.w * zScale, offset.xy); #ifdef ENABLE_VTF v_color = texture2D(u_colorTex, a_colorTexCoord); #else v_colorTexCoord = a_colorTexCoord; #endif v_maskTexCoord = a_maskTexCoord; }