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