[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; vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main(void) { vec4 color = texture2D(in_texture, pass_texcoord.xy - vec2(pass_texcoord.z * in_sprite_flip, 0.0)); if (color.a < 0.01) discard; vec3 hsv = rgb2hsv(color.rgb); hsv.x = fract(hsv.x + rgb2hsv(pass_color.rgb).x); gl_FragColor = vec4(hsv2rgb(hsv), color.a); }