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varying mat4 v_tex_rot;
void main() {
vec4 l_position = gl_Vertex;
vec2 l_direction = normalize(vec2(l_position.z, l_position.w));
v_tex_rot = mat4(l_direction.x, l_direction.y, 0.0, 0.0,
-l_direction.y, l_direction.x, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
l_position.z = 0.0;
l_position.w = 1.0;
gl_FrontColor = gl_Color;
gl_Position = gl_ModelViewProjectionMatrix * l_position;
}
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