29 lines
608 B
Plaintext
29 lines
608 B
Plaintext
|
precision mediump float;
|
||
|
|
||
|
attribute vec2 aVertexPosition;
|
||
|
|
||
|
uniform mat4 uModelMatrix;
|
||
|
uniform mat4 uViewMatrix;
|
||
|
uniform mat4 uProjectionMatrix;
|
||
|
|
||
|
varying vec2 uv1;
|
||
|
varying vec2 uv2;
|
||
|
varying float blend;
|
||
|
|
||
|
uniform vec2 uAtlasOffset1;
|
||
|
uniform vec2 uAtlasOffset2;
|
||
|
uniform vec2 uAtlasInfo;
|
||
|
|
||
|
void main() {
|
||
|
|
||
|
vec2 uv = aVertexPosition + vec2(0.5, 0.5);
|
||
|
uv.y = 1.0 - uv.y;
|
||
|
uv /= uAtlasInfo.x;
|
||
|
uv1 = uv + uAtlasOffset1;
|
||
|
uv2 = uv + uAtlasOffset2;
|
||
|
blend = uAtlasInfo.y;
|
||
|
|
||
|
vec4 worldPosition = uModelMatrix * vec4(aVertexPosition, 0.0, 1.0);
|
||
|
gl_Position = uProjectionMatrix * uViewMatrix * worldPosition;
|
||
|
}
|