diff options
Diffstat (limited to 'drape/shaders/text_billboard_vertex_shader.vsh')
-rwxr-xr-x | drape/shaders/text_billboard_vertex_shader.vsh | 21 |
1 files changed, 11 insertions, 10 deletions
diff --git a/drape/shaders/text_billboard_vertex_shader.vsh b/drape/shaders/text_billboard_vertex_shader.vsh index a655997f05..19b03e8eb6 100755 --- a/drape/shaders/text_billboard_vertex_shader.vsh +++ b/drape/shaders/text_billboard_vertex_shader.vsh @@ -17,21 +17,22 @@ varying vec2 v_colorTexCoord; varying vec2 v_maskTexCoord; -const float Zero = 0.0; -const float One = 1.0; - void main() { // Here we intentionally decrease precision of 'pivot' calculation // to eliminate jittering effect in process of billboard reconstruction. - lowp vec4 pivot = a_position * modelView; - vec4 offset = vec4(a_normal, Zero, Zero) * projection; - + lowp vec4 pivot = vec4(a_position.xyz, 1.0) * modelView; + vec4 offset = vec4(a_normal, 0.0, 0.0) * projection; + + float pivotZ = a_position.w; + float zScale = projection[0][0] * length(vec4(1.0, 0.0, 0.0, 0.0) * modelView); + vec4 projectedPivot = pivot * projection; - vec4 transformedPivot = pivotTransform * vec4(projectedPivot.xy, 0.0, 1.0); - - vec4 scale = pivotTransform * vec4(One, -One, Zero, One); - gl_Position = transformedPivot + vec4(offset.xy * transformedPivot.w / scale.w * scale.x, Zero, Zero); + float logicZ = projectedPivot.z / projectedPivot.w; + vec4 transformedPivot = pivotTransform * vec4(projectedPivot.xy, pivotZ * zScale, projectedPivot.w); + + vec4 scale = pivotTransform * vec4(1.0, -1.0, 0.0, 1.0); + gl_Position = vec4(transformedPivot.xy / transformedPivot.w, logicZ, 1.0) + vec4(offset.xy / scale.w * scale.x, 0.0, 0.0); #ifdef ENABLE_VTF v_color = texture2D(u_colorTex, a_colorTexCoord); |