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- #ifdef GL_ES
- precision highp float;
- #endif
- // Attributes
- attribute vec3 position;
- attribute vec4 color;
- attribute vec4 options;
- // Uniforms
- uniform mat4 view;
- uniform mat4 projection;
- // Output
- varying vec2 vUV;
- varying vec4 vColor;
- #ifdef CLIPPLANE
- uniform vec4 vClipPlane;
- uniform mat4 invView;
- varying float fClipDistance;
- #endif
- void main(void) {
- vec3 viewPos = (view * vec4(position, 1.0)).xyz;
- vec3 cornerPos;
- float size = options.y;
- float angle = options.x;
- vec2 offset = options.zw;
- cornerPos = vec3(offset.x - 0.5, offset.y - 0.5, 0.) * size;
- // Rotate
- vec3 rotatedCorner;
- rotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);
- rotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);
- rotatedCorner.z = 0.;
- // Position
- viewPos += rotatedCorner;
- gl_Position = projection * vec4(viewPos, 1.0);
-
- vColor = color;
- vUV = offset;
- // Clip plane
- #ifdef CLIPPLANE
- vec4 worldPos = invView * vec4(viewPos, 1.0);
- fClipDistance = dot(worldPos, vClipPlane);
- #endif
- }
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