'attribute vec3 previous;',
'attribute vec3 next;',
'attribute float side;',
'attribute float width;',
'attribute float counters;',
'',
'uniform vec2 resolution;',
'uniform float lineWidth;',
'uniform vec3 color;',
'uniform float opacity;',
'uniform float sizeAttenuation;',
'',
'varying vec2 vUV;',
'varying vec4 vColor;',
'varying float vCounters;',
'',
'vec2 fix( vec4 i, float aspect ) {',
'',
' vec2 res = i.xy / i.w;',
' res.x *= aspect;',
' vCounters = counters;',
' return res;',
'',
'}',
'',
'void main() {',
'',
' float aspect = resolution.x / resolution.y;',
'',
' vColor = vec4( color, opacity );',
' vUV = uv;',
'',
' mat4 m = projectionMatrix * modelViewMatrix;',
' vec4 finalPosition = m * vec4( position, 1.0 );',
' vec4 prevPos = m * vec4( previous, 1.0 );',
' vec4 nextPos = m * vec4( next, 1.0 );',
'',
' vec2 currentP = fix( finalPosition, aspect );',
' vec2 prevP = fix( prevPos, aspect );',
' vec2 nextP = fix( nextPos, aspect );',
'',
' float w = lineWidth * width;',
'',
' vec2 dir;',
' if( nextP == currentP ) dir = normalize( currentP - prevP );',
' else if( prevP == currentP ) dir = normalize( nextP - currentP );',
' else {',
' vec2 dir1 = normalize( currentP - prevP );',
' vec2 dir2 = normalize( nextP - currentP );',
' dir = normalize( dir1 + dir2 );',
'',
' //vec2 perp = vec2( -dir1.y, dir1.x );',
' //vec2 miter = vec2( -dir.y, dir.x );',
' //w = clamp( w / dot( miter, perp ), 0., 4. * lineWidth * width );',
'',
' }',
'',
' vec4 normal = vec4( -dir.y, dir.x, 0., 1. ); ',
' normal.xy *= .5 * w; ',
' normal *= projectionMatrix; ',
' if( sizeAttenuation == 0. ) { ',
' //normal.xy *= finalPosition.w; ',
' normal.xy /= ( vec4( resolution, 0., 1. ) * projectionMatrix ).xy; ',
' }',
'',
' finalPosition.xy += normal.xy * side; ',
'',
' gl_Position = finalPosition; ',
next 和previous 主要是用来计算线方向的;side 用来设置线两侧的方向(好用于生成两边的顶点)