attribute vec3 a_position; attribute vec4 a_normal; attribute vec4 a_colorTexCoords; uniform mat4 modelView; uniform mat4 projection; uniform mat4 pivotTransform; varying vec4 v_normal; #ifdef ENABLE_VTF uniform sampler2D u_colorTex; varying lowp vec4 v_color; #else varying vec2 v_colorTexCoords; #endif void main() { vec4 pivot = vec4(a_position.xyz, 1.0) * modelView; vec4 offset = vec4(a_normal.xy + a_colorTexCoords.zw, 0.0, 0.0) * projection; gl_Position = applyBillboardPivotTransform(pivot * projection, pivotTransform, 0.0, offset.xy); #ifdef ENABLE_VTF v_color = texture2D(u_colorTex, a_colorTexCoords.xy); #else v_colorTexCoords = a_colorTexCoords.xy; #endif v_normal = a_normal; }