attribute vec4 a_position; attribute vec2 a_normal; attribute vec2 a_colorTexCoord; attribute vec2 a_outlineColorTexCoord; attribute vec2 a_maskTexCoord; uniform mat4 modelView; uniform mat4 projection; uniform float u_isOutlinePass; #ifdef ENABLE_VTF uniform sampler2D u_colorTex; varying lowp vec4 v_color; #else varying vec2 v_colorTexCoord; #endif varying vec2 v_maskTexCoord; const float kBaseDepthShift = -10.0; void main() { float isOutline = step(0.5, u_isOutlinePass); float depthShift = kBaseDepthShift * isOutline; vec4 pos = (vec4(a_position.xyz, 1.0) + vec4(0.0, 0.0, depthShift, 0.0)) * modelView; vec4 shiftedPos = vec4(a_normal, 0.0, 0.0) + pos; gl_Position = shiftedPos * projection; vec2 colorTexCoord = mix(a_colorTexCoord, a_outlineColorTexCoord, isOutline); #ifdef ENABLE_VTF v_color = texture2D(u_colorTex, colorTexCoord); #else v_colorTexCoord = colorTexCoord; #endif v_maskTexCoord = a_maskTexCoord; }