/* * Copyright 2009, Google Inc. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Google Inc. nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ // This Billboard shader always faces the screen. It doesn't have any lighting. uniform mat4 projection; uniform mat4 worldView; // input parameters for our vertex shader attribute vec4 position; attribute vec2 texCoord0; // input parameters for our pixel shader // also the output parameters for our vertex shader varying vec2 v_texcoord; /** * Vertex Shader - vertex shader for phong illumination */ void main() { // Just add the world position of the transform to input position // and then multiple by the projection. gl_Position = projection * (position + vec4(worldView[3].xyz, 0)); v_texcoord = texCoord0; } // #o3d SplitMarker uniform sampler2D texSampler0; varying vec2 v_texcoord; /** * Pixel Shader */ void main() { gl_FragColor = texture2D(texSampler0, v_texcoord); } // #o3d MatrixLoadOrder RowMajor