attribute vec2 a_normal; attribute vec2 a_colorTexCoords; uniform vec3 u_position; uniform float u_azimut; uniform mat4 modelView; uniform mat4 projection; uniform mat4 pivotTransform; varying vec2 v_colorTexCoords; void main() { float sinV = sin(u_azimut); float cosV = cos(u_azimut); mat4 rotation; rotation[0] = vec4(cosV, sinV, 0.0, 0.0); rotation[1] = vec4(-sinV, cosV, 0.0, 0.0); rotation[2] = vec4(0.0, 0.0, 1.0, 0.0); rotation[3] = vec4(0.0, 0.0, 0.0, 1.0); vec4 pos = vec4(u_position, 1.0) * modelView; vec4 normal = vec4(a_normal, 0, 0); vec4 shiftedPos = normal * rotation + pos; gl_Position = applyPivotTransform(shiftedPos * projection, pivotTransform, 0.0); v_colorTexCoords = a_colorTexCoords; }