43 lines
1.1 KiB
Plaintext
43 lines
1.1 KiB
Plaintext
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uniform float rotation;
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uniform vec2 center;
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#include <common>
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#include <uv_pars_vertex>
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#include <fog_pars_vertex>
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#include <logdepthbuf_pars_vertex>
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#include <clipping_planes_pars_vertex>
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void main() {
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#include <uv_vertex>
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vec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );
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vec2 scale;
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scale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );
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scale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );
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#ifndef USE_SIZEATTENUATION
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bool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );
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if ( isPerspective ) scale *= - mvPosition.z;
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#endif
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vec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;
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vec2 rotatedPosition;
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rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;
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rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;
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mvPosition.xy += rotatedPosition;
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gl_Position = projectionMatrix * mvPosition;
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#include <logdepthbuf_vertex>
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#include <clipping_planes_vertex>
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#include <fog_vertex>
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}
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