@export ecgl.lines2D.vertex uniform mat4 worldViewProjection : WORLDVIEWPROJECTION; attribute vec2 position: POSITION; attribute vec4 a_Color : COLOR; varying vec4 v_Color; #ifdef POSITIONTEXTURE_ENABLED uniform sampler2D positionTexture; #endif void main() { gl_Position = worldViewProjection * vec4(position, -10.0, 1.0); v_Color = a_Color; } @end @export ecgl.lines2D.fragment uniform vec4 color : [1.0, 1.0, 1.0, 1.0]; varying vec4 v_Color; void main() { gl_FragColor = color * v_Color; } @end @export ecgl.meshLines2D.vertex // https://mattdesl.svbtle.com/drawing-lines-is-hard attribute vec2 position: POSITION; attribute vec2 normal; attribute float offset; attribute vec4 a_Color : COLOR; uniform mat4 worldViewProjection : WORLDVIEWPROJECTION; uniform vec4 viewport : VIEWPORT; varying vec4 v_Color; varying float v_Miter; void main() { vec4 p2 = worldViewProjection * vec4(position + normal, -10.0, 1.0); gl_Position = worldViewProjection * vec4(position, -10.0, 1.0); p2.xy /= p2.w; gl_Position.xy /= gl_Position.w; // Get normal on projection space. vec2 N = normalize(p2.xy - gl_Position.xy); gl_Position.xy += N * offset / viewport.zw * 2.0; gl_Position.xy *= gl_Position.w; v_Color = a_Color; } @end @export ecgl.meshLines2D.fragment uniform vec4 color : [1.0, 1.0, 1.0, 1.0]; varying vec4 v_Color; varying float v_Miter; void main() { // TODO Fadeout pixels v_Miter > 1 gl_FragColor = color * v_Color; } @end