[vert.glsl] #version 120 attribute vec3 in_vertex; attribute vec4 in_color; attribute vec4 in_texcoord; uniform mat4 in_model_view; uniform mat3 in_normal_mat; uniform mat4 in_proj; uniform float in_sprite_orientation; varying vec4 pass_texcoord; varying vec4 pass_color; void main(void) { vec4 vertex = in_model_view * vec4(in_vertex - vec3(0.0,0.5,0.0), 1.0); vec3 v_offset = vec3(1.0 * in_texcoord.z, -1.0 * in_texcoord.w, 0.0); float sinX = sin(in_sprite_orientation); float cosX = cos(in_sprite_orientation); float sinY = sinX; mat2 rotationMatrix = mat2(cosX, -sinX, sinY, cosX); v_offset.xy = rotationMatrix * v_offset.xy; //Billboard calculations vertex.xyz += v_offset; //pass datas pass_texcoord = in_texcoord; pass_color = in_color; gl_Position = in_proj * vertex; } [frag.glsl] #version 120 #if defined GL_ES precision highp float; #endif uniform sampler2D in_texture; uniform float in_sprite_flip; varying vec4 pass_texcoord; varying vec4 pass_color; const float cos_45 = 0.70710678118; const float PI = 3.14159265358979323846264; void main(void) { vec4 color = texture2D(in_texture, pass_texcoord.xy - vec2(pass_texcoord.z * in_sprite_flip, 0.0)) * pass_color; if (color.a < 0.01) discard; gl_FragColor = color * pass_color; }