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23 lines
673 B
GLSL

attribute vec4 currentPosition;
attribute vec4 previousPosition;
attribute vec4 nextPosition;
attribute vec2 expandAndWidth;
attribute float a_batchId;
uniform mat4 u_modifiedModelView;
void main()
{
float expandDir = expandAndWidth.x;
float width = abs(expandAndWidth.y) + 0.5;
bool usePrev = expandAndWidth.y < 0.0;
vec4 p = u_modifiedModelView * currentPosition;
vec4 prev = u_modifiedModelView * previousPosition;
vec4 next = u_modifiedModelView * nextPosition;
float angle;
vec4 positionWC = getPolylineWindowCoordinatesEC(p, prev, next, expandDir, width, usePrev, angle);
gl_Position = czm_viewportOrthographic * positionWC;
}