/* * 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 Imposter shader rotates around Y to face the camera. // It doesn't have any lighting. uniform mat4 world; uniform mat4 viewInverse; uniform mat4 viewProjection; // 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() { vec3 toCamera = normalize(viewInverse[3].xyz - world[3].xyz); vec3 yAxis = vec3(0, 1, 0); vec3 xAxis = cross(yAxis, toCamera); vec3 zAxis = cross(xAxis, yAxis); mat4 newWorld = mat4( vec4(xAxis, 0), vec4(yAxis, 0), vec4(xAxis, 0), world[3]); gl_Position = (viewProjection * newWorld) * position; 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