@babylonjs/core
Version:
Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
28 lines • 1.58 kB
JavaScript
// Do not edit.
import { ShaderStore } from "../Engines/shaderStore.js";
import "./ShadersInclude/fogVertexDeclaration.js";
import "./ShadersInclude/logDepthDeclaration.js";
import "./ShadersInclude/logDepthVertex.js";
const name = "spritesVertexShader";
const shader = `attribute vec4 position;attribute vec2 options;attribute vec2 offsets;attribute vec2 inverts;attribute vec4 cellInfo;attribute vec4 color;uniform mat4 view;uniform mat4 projection;varying vec2 vUV;varying vec4 vColor;
void main(void) {
vec3 viewPos=(view*vec4(position.xyz,1.0)).xyz;
vec2 cornerPos;float angle=position.w;vec2 size=vec2(options.x,options.y);vec2 offset=offsets.xy;cornerPos=vec2(offset.x-0.5,offset.y -0.5)*size;vec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;viewPos+=rotatedCorner;gl_Position=projection*vec4(viewPos,1.0);
vColor=color;vec2 uvOffset=vec2(abs(offset.x-inverts.x),abs(1.0-offset.y-inverts.y));vec2 uvPlace=cellInfo.xy;vec2 uvSize=cellInfo.zw;vUV.x=uvPlace.x+uvSize.x*uvOffset.x;vUV.y=uvPlace.y+uvSize.y*uvOffset.y;
vFogDistance=viewPos;
}`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
export const spritesVertexShader = { name, shader };
//# sourceMappingURL=sprites.vertex.js.map