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attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_colorTexCoord;
uniform mat4 modelView;
uniform mat4 projection;
uniform mat4 pivotTransform;
#ifdef ENABLE_VTF
uniform sampler2D u_colorTex;
varying lowp vec4 v_color;
#else
varying vec2 v_colorTexCoord;
#endif
varying vec2 v_halfLength;
void main(void)
{
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)
{
vec4 glbShiftPos = vec4(a_position.xy + normal, 0.0, 1.0);
vec2 shiftPos = (glbShiftPos * modelView).xy;
transformedAxisPos = transformedAxisPos + normalize(shiftPos - transformedAxisPos) * halfWidth;
}
#ifdef ENABLE_VTF
v_color = texture2D(u_colorTex, a_colorTexCoord);
#else
v_colorTexCoord = a_colorTexCoord;
#endif
v_halfLength = vec2(sign(a_normal.z) * halfWidth, abs(a_normal.z));
vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * projection;
float w = pos.w;
pos.xyw = (pivotTransform * vec4(pos.xy, 0.0, w)).xyw;
pos.z *= pos.w / w;
gl_Position = pos;
}
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