#version 300 es
precision highp float;
layout( location = 0 ) in vec2 position;
layout( location = 1 ) in vec2 inPointA;
layout( location = 2 ) in vec2 inPointB;
layout( location = 3 ) in vec2 inPointC;
layout( location = 4 ) in vec2 inPointD;
uniform mat3 u_world_matrix;
uniform mat4 u_projection_matrix;
uniform float u_width;
void main()
{
vec2 pointA = ( u_world_matrix * vec3( inPointA, 1.0 ) ).xy;
vec2 pointB = ( u_world_matrix * vec3( inPointB, 1.0 ) ).xy;
vec2 pointC = ( u_world_matrix * vec3( inPointC, 1.0 ) ).xy;
vec2 pointD = ( u_world_matrix * vec3( inPointD, 1.0 ) ).xy;
vec2 p0 = pointA;
vec2 p1 = pointB;
vec2 p2 = pointC;
vec2 pos = position;
if( position.x == 1.0 )
{
p0 = pointD;
p1 = pointC;
p2 = pointB;
pos = vec2( 1.0 - position.x, -position.y );
}
vec2 tangent = normalize( normalize( p2 - p1 ) + normalize( p1 - p0 ) );
vec2 normal = vec2( -tangent.y, tangent.x );
vec2 p01 = p1 - p0;
vec2 p21 = p1 - p2;
vec2 p01Norm = normalize( vec2( -p01.y, p01.x ) );
// Direction of the bend
float sigma = sign( dot( p01 + p21, normal ) );
if( sign( pos.y ) == -sigma )
{
vec2 point = 0.5 * normal * -sigma * u_width / dot( normal, p01Norm );
gl_Position = u_projection_matrix * vec4( p1 + point, 0.0, 1.0 );
}
else
{
vec2 xBasis = p2 - p1;
vec2 yBasis = normalize( vec2( -xBasis.y, xBasis.x ) );
vec2 point = p1 + xBasis * pos.x + yBasis * pos.y * u_width;
gl_Position = u_projection_matrix * vec4( point, 0.0, 1.0 );
}
}