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- //
- // Simple passthrough vertex shader
- //
- attribute vec3 in_Position; // (x,y,z)
- //attribute vec3 in_Normal; // (x,y,z) unused in this shader.
- attribute vec4 in_Colour; // (r,g,b,a)
- attribute vec2 in_TextureCoord; // (u,v)
- varying vec2 v_vTexcoord;
- varying vec4 v_vColour;
- void main()
- {
- vec3 toVec = vec3(gm_Matrices[MATRIX_VIEW][0].z, gm_Matrices[MATRIX_VIEW][1].z, gm_Matrices[MATRIX_VIEW][2].z);
- vec4 object_space_pos = vec4(vec2(-toVec.y, toVec.x) * in_Position.x, 1. - in_Position.y, 1.);
- gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
- v_vColour = in_Colour;
- v_vTexcoord = in_TextureCoord;
- }
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