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precision highp float;
attribute vec3 player;
attribute vec2 texuv;
varying vec2 textureuv;
attribute vec4 lamp1; //vec3 position, float strength
attribute vec4 lamp2;
attribute vec4 lamp3; // max 3 lamps per shaded player
uniform float time; //used for noise
uniform float world_x;
uniform float world_y;
uniform float dir;
uniform mat4 MV;
uniform mat4 P;
void main() {
textureuv=texuv;
mat2 rotate = mat2(
cos(dir), -sin(dir),
sin(dir), cos(dir)
);
vec2 world = vec2(world_x, world_y);
vec2 local = (player.xy - world) * rotate;
gl_Position = P * MV * vec4(local.xy, -2, 1.0);
}
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