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-
- [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;
-
- 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);
-
- //Billboard calculations
- vertex.x += (1.0 * in_texcoord.z);
- vertex.y += (- 1.0 * in_texcoord.w);
-
- //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;
-
- 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);
- if (color.a < 0.01)
- discard;
- gl_FragColor = color * pass_color;
- }
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