diff options
Diffstat (limited to 'drape/shaders/texturing_billboard_vertex_shader.vsh')
-rw-r--r-- | drape/shaders/texturing_billboard_vertex_shader.vsh | 20 |
1 files changed, 12 insertions, 8 deletions
diff --git a/drape/shaders/texturing_billboard_vertex_shader.vsh b/drape/shaders/texturing_billboard_vertex_shader.vsh index fa901f6ec9..4ddb8941a3 100644 --- a/drape/shaders/texturing_billboard_vertex_shader.vsh +++ b/drape/shaders/texturing_billboard_vertex_shader.vsh @@ -1,4 +1,4 @@ -attribute vec3 a_position; +attribute vec4 a_position; attribute vec2 a_normal; attribute vec2 a_colorTexCoords; @@ -12,14 +12,18 @@ void main(void) { // Here we intentionally decrease precision of 'pivot' calculation // to eliminate jittering effect in process of billboard reconstruction. - lowp vec4 pivot = vec4(a_position, 1) * modelView; - vec4 offset = vec4(a_normal, 0, 0) * 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(1.0, -1.0, 0, 1.0); - gl_Position = transformedPivot + vec4(offset.xy * transformedPivot.w / scale.w * scale.x, 0, 0); + 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); v_colorTexCoords = a_colorTexCoords; } |