blob: b0de7c5c083aa6720c6e0822af2b87f61d101833 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
|
attribute vec4 a_position;
attribute vec2 a_normal;
attribute vec2 a_colorTexCoord;
attribute vec2 a_outlineColorTexCoord;
attribute vec2 a_maskTexCoord;
uniform mat4 modelView;
uniform mat4 projection;
uniform mat4 pivotTransform;
uniform float u_isOutlinePass;
#ifdef ENABLE_VTF
uniform sampler2D u_colorTex;
varying lowp vec4 v_color;
#else
varying vec2 v_colorTexCoord;
#endif
varying vec2 v_maskTexCoord;
const float Zero = 0.0;
const float One = 1.0;
const float BaseDepthShift = -10.0;
void main()
{
float isOutline = step(0.5, u_isOutlinePass);
float notOutline = One - isOutline;
float depthShift = BaseDepthShift * isOutline;
// Here we intentionally decrease precision of 'pos' calculation
// to eliminate jittering effect in process of billboard reconstruction.
lowp vec4 pivot = a_position * modelView;
vec4 offset = vec4(a_normal, Zero, Zero) * projection;
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);
vec2 colorTexCoord = a_colorTexCoord * notOutline + a_outlineColorTexCoord * isOutline;
#ifdef ENABLE_VTF
v_color = texture2D(u_colorTex, colorTexCoord);
#else
v_colorTexCoord = colorTexCoord;
#endif
v_maskTexCoord = a_maskTexCoord;
}
|