precision highp float;
// 多边形顶点坐标
attribute vec3 a_Position;
// 多边形经纬度坐标
attribute vec3 a_Pos;
attribute float a_Size;
attribute vec4 a_Color;
uniform vec2 u_radius;
uniform float u_coverage: 0.9;
uniform float u_angle: 0;
uniform mat4 u_ModelMatrix;
uniform mat4 u_Mvp;
varying vec4 v_color;

uniform vec2 u_SceneCenterMKT;

#pragma include "projection"
#pragma include "project"
#pragma include "picking"

void main() {
  v_color = a_Color;

  mat2 rotationMatrix = mat2(cos(u_angle), sin(u_angle), -sin(u_angle), cos(u_angle));
  vec2 offset = a_Position.xy * u_radius * rotationMatrix * u_coverage ;
  // vec2 lnglat = unProjectFlat(a_Pos.xy + offset);
  // vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));
  // gl_Position = project_common_position_to_clipspace(project_pos);

  if(u_CoordinateSystem == COORDINATE_SYSTEM_P20_2) { // gaode2.x
    vec2 lnglat = unProjectFlat(a_Pos.xy + offset);
    vec2 customLnglat = customProject(lnglat) - u_SceneCenterMKT; // 将经纬度转换为高德2.0需要的平面坐标
    vec4 project_pos = project_position(vec4(customLnglat, 0, 1.0));
    gl_Position = u_Mvp * (project_pos);
  } else {
     vec2 lnglat = unProjectFlat(a_Pos.xy + offset);
    vec4 project_pos = project_position(vec4(lnglat, 0, 1.0));
    gl_Position = project_common_position_to_clipspace(project_pos);
  }

  setPickingColor(a_PickingColor);
}
