#version 450
layout(set=0, binding = 0)
uniform Globals {
mat4 viewport;
};
layout(location = 0) in vec2 v_Pos;
layout(location = 1) in vec2 v_Norm;
layout(location = 2) in vec3 i_Pos;
layout(location = 3) in vec4 i_Color;
layout(location = 4) in float i_StrokeWidth;
layout(location = 0) out vec4 f_Color;
void main() {
vec2 local_pos = v_Pos + v_Norm * i_StrokeWidth;
gl_Position = viewport *
vec4(
vec3(
(local_pos + i_Pos.xy),
i_Pos.z),
1.0);
f_Color = i_Color;
}