/* * Copyright 2017 Google Inc. All Rights Reserved. * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ uniform mat4 u_Model; uniform mat4 u_ModelViewProjection; uniform mat2 u_PlaneUvMatrix; uniform vec3 u_Normal; attribute vec3 a_XZPositionAlpha; // (x, z, alpha) varying vec3 v_TexCoordAlpha; void main() { vec4 local_pos = vec4(a_XZPositionAlpha.x, 0.0, a_XZPositionAlpha.y, 1.0); vec4 world_pos = u_Model * local_pos; // Construct two vectors that are orthogonal to the normal. // This arbitrary choice is not co-linear with either horizontal // or vertical plane normals. const vec3 arbitrary = vec3(1.0, 1.0, 0.0); vec3 vec_u = normalize(cross(u_Normal, arbitrary)); vec3 vec_v = normalize(cross(u_Normal, vec_u)); // Project vertices in world frame onto vec_u and vec_v. vec2 uv = vec2(dot(world_pos.xyz, vec_u), dot(world_pos.xyz, vec_v)); v_TexCoordAlpha = vec3(u_PlaneUvMatrix * uv, a_XZPositionAlpha.z); gl_Position = u_ModelViewProjection * local_pos; }