+SHADER_DEFINE( shader_wire,
+ // VERTEX
+ "layout (location=0) in vec2 a_co;"
+ "uniform vec3 uStart;"
+ "uniform vec3 uEnd;"
+ "uniform mat3 uPv;"
+ "uniform float uCurve;"
+ ""
+ "out vec2 aTexCoords;"
+ ""
+ "vec3 sample_curve_time( float t )"
+ "{"
+ "vec3 line_coord = mix( uStart, uEnd, t );"
+
+ "float curve_amt = 1.0-(pow((t*2.0-1.0),2.0));"
+ "return vec3( line_coord.x, line_coord.y - curve_amt*uCurve, line_coord.z );"
+ "}"
+ ""
+ "void main()"
+ "{"
+ // Vertex transform
+ "vec3 p0 = sample_curve_time( a_co.x );"
+ "vec3 p1 = sample_curve_time( a_co.x + 0.025 );"
+
+ "vec2 line_tangent = normalize(p1.xy-p0.xy);"
+ "vec2 line_normal = vec2( -line_tangent.y, line_tangent.x );"
+
+ "vec2 worldfinal = p0.xy + line_normal*a_co.y*p0.z;"
+
+ "gl_Position = vec4( uPv * vec3(worldfinal, 1.0), 1.0 );"
+
+ // Create texture coords (todo: include stretch adjusted coords?)
+ "aTexCoords = vec2( a_co.x, a_co.y + 0.5 );"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ ""
+ "uniform sampler2D uTexMain;"
+ "uniform vec4 uColour;"
+ ""
+ "in vec2 aTexCoords;"
+ ""
+ "void main()"
+ "{"
+ "FragColor = uColour;"
+ "}"
+ ,
+ UNIFORMS({ "uPv", "uColour", "uTexMain", "uStart", "uEnd", "uCurve" })
+)
+
+