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Diffstat (limited to 'drape/shaders/text_billboard_vertex_shader.vsh')
-rwxr-xr-xdrape/shaders/text_billboard_vertex_shader.vsh21
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);