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attribute vec4 a_position;
attribute vec2 a_normal;
attribute vec2 a_colorTexCoord;
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;
void main()
{
// Here we intentionally decrease precision of 'pos' calculation
// to eliminate jittering effect in process of billboard reconstruction.
lowp vec4 pos = a_position * modelView;
highp vec4 shiftedPos = vec4(a_normal, Zero, Zero) + pos;
shiftedPos = shiftedPos * projection;
float w = shiftedPos.w;
shiftedPos.xyw = (pivotTransform * vec4(shiftedPos.xy, 0.0, w)).xyw;
shiftedPos.z *= shiftedPos.w / w;
gl_Position = shiftedPos;
#ifdef ENABLE_VTF
v_color = texture2D(u_colorTex, a_colorTexCoord);
#else
v_colorTexCoord = a_colorTexCoord;
#endif
v_maskTexCoord = a_maskTexCoord;
}
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