15 lines
304 B
GLSL

uniform mat4 projection;
uniform mat4 modelview;
uniform float scale;
uniform float width;
/* pos.xyz is position, pos.w is 0/1 for inner/outer ring */
attribute vec4 pos;
void main(void)
{
vec3 pos3 = pos.xyz * (scale + width * pos.w);
gl_Position = projection * modelview * vec4(pos3, 1);
}