#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;
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;
if( position.x == 0.0 )
{
vec2 xBasis = pointB - pointA;
vec2 yBasis = normalize( vec2( -xBasis.y, xBasis.x ) );
vec2 point = pointA + xBasis * position.x + yBasis * position.y * u_width;
gl_Position = u_projection_matrix * vec4( point, 0.0, 1.0 );
return;
}
vec2 tangent = normalize( normalize( pointC - pointB ) + normalize( pointB - pointA ) );
vec2 normal = vec2( -tangent.y, tangent.x );
vec2 pAB = pointB - pointA;
vec2 pCB = pointB - pointC;
vec2 ABNorm = normalize( vec2( -pAB.y, pAB.x ) );
// Direction of the bend
float sigma = sign( dot( pAB + pCB, normal ) );
if( sign( position.y ) == -sigma )
{
vec2 point = 0.5 * normal * -sigma * u_width / dot( normal, ABNorm );
gl_Position = u_projection_matrix * vec4( pointB + point, 0.0, 1.0 );
}
else
{
vec2 xBasis = pointB - pointA;
vec2 yBasis = normalize( vec2( -xBasis.y, xBasis.x ) );
vec2 point = pointA + xBasis * position.x + yBasis * position.y * u_width;
gl_Position = u_projection_matrix * vec4( point, 0.0, 1.0 );
}
}