attribute vec2 direction; uniform float u_size; varying vec2 v_textureCoordinates; void main() { vec4 position; if (czm_morphTime == 1.0) { position = vec4(czm_sunPositionWC, 1.0); } else { position = vec4(czm_sunPositionColumbusView.zxy, 1.0); } vec4 positionEC = czm_view * position; vec4 positionWC = czm_eyeToWindowCoordinates(positionEC); vec2 halfSize = vec2(u_size * 0.5); halfSize *= ((direction * 2.0) - 1.0); gl_Position = czm_viewportOrthographic * vec4(positionWC.xy + halfSize, -positionWC.z, 1.0); v_textureCoordinates = direction; }