-
Notifications
You must be signed in to change notification settings - Fork 0
/
positionrotatecolorscale.glsl
58 lines (48 loc) · 1.37 KB
/
positionrotatecolorscale.glsl
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
---VERTEX SHADER---
#ifdef GL_ES
precision highp float;
#endif
/* Outputs to the fragment shader */
varying vec4 frag_color;
varying vec2 tex_coord0;
/* vertex attributes */
attribute vec2 pos;
attribute vec2 uvs;
attribute vec2 center;
attribute vec2 scale;
attribute vec4 v_color;
attribute float rotate;
/* uniform variables */
uniform mat4 modelview_mat;
uniform mat4 projection_mat;
uniform vec4 color;
uniform float opacity;
void main (void) {
frag_color = v_color;
tex_coord0 = uvs;
float a_sin = sin(rotate);
float a_cos = cos(rotate);
mat4 rot_mat = mat4(a_cos, -a_sin, 0.0, 0.0,
a_sin, a_cos, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0 );
mat4 trans_mat = mat4(1.0, 0.0, 0.0, center.x,
0.0, 1.0, 0.0, center.y,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
vec4 t_pos = vec4(pos.xy*scale.xy, 0.0, 1.0);
vec4 trans_pos = t_pos * rot_mat * trans_mat;
gl_Position = projection_mat * modelview_mat * trans_pos;
}
---FRAGMENT SHADER---
#ifdef GL_ES
precision highp float;
#endif
/* Outputs from the vertex shader */
varying vec4 frag_color;
varying vec2 tex_coord0;
/* uniform texture samplers */
uniform sampler2D texture0;
void main (void){
gl_FragColor = frag_color * texture2D(texture0, tex_coord0);
}