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precision highp float;
attribute vec3 world; // position
attribute vec2 texuv;
attribute float r; // for round objects, 0 for non-round
varying vec2 textureuv;
varying float radius;
varying mat3 light1;
uniform vec4 color;
varying vec4 v_color;
uniform float world_x;
uniform float world_y;
uniform mat4 MV;
uniform mat4 P;
void main() {
v_color = vec4(world.xyz,1.);
vec2 vxy = vec2(world.x - world_x, world.y - world_y);
float z_scale = 0.5;
float xoff = clamp(world.z * vxy.x * z_scale, -32., 32.);
float yoff = clamp(world.z * vxy.y * z_scale, -32., 32.);
textureuv=texuv;
//radius = r;
// if z > 0 then
// xoff = ceil(xoff, 0)
// add to the z coord so we don't intersect with the ui
gl_Position = P * MV * vec4(vxy.x + xoff, vxy.y + yoff, -world.z -1., 1.0);
}
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