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/*
* 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
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