#version 300 es
precision highp float;
layout( location = 0 ) in vec2 position;
layout( location = 1 ) in vec2 inPointA;
layout( location = 2 ) in vec2 inPointB;
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 xBasis = normalize( pointA - pointB );
vec2 yBasis = vec2( -xBasis.y, xBasis.x );
vec2 point = pointA + xBasis * position.x * u_width + yBasis * position.y * u_width;
gl_Position = u_projection_matrix * vec4( point, 0.0, 1.0 );
}