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ShaderSprite.js
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/**
* @author mikael emtinger / http://gomo.se/
*
*/
THREE.ShaderSprite = {
'sprite': {
vertexShader: [
"uniform int useScreenCoordinates;",
"uniform int affectedByDistance;",
"uniform vec3 screenPosition;",
"uniform mat4 modelViewMatrix;",
"uniform mat4 projectionMatrix;",
"uniform float rotation;",
"uniform vec2 scale;",
"uniform vec2 alignment;",
"uniform vec2 uvOffset;",
"uniform vec2 uvScale;",
"attribute vec2 position;",
"attribute vec2 uv;",
"varying vec2 vUV;",
"void main() {",
"vUV = uvOffset + uv * uvScale;",
"vec2 alignedPosition = position + alignment;",
"vec2 rotatedPosition;",
"rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
"rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",
"vec4 finalPosition;",
"if( useScreenCoordinates != 0 ) {",
"finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",
"} else {",
"finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
"finalPosition.xy += rotatedPosition * ( affectedByDistance == 1 ? 1.0 : finalPosition.z );",
"}",
"gl_Position = finalPosition;",
"}"
].join( "\n" ),
fragmentShader: [
"precision mediump float;",
"uniform vec3 color;",
"uniform sampler2D map;",
"uniform float opacity;",
"varying vec2 vUV;",
"void main() {",
"vec4 texture = texture2D( map, vUV );",
"gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );",
"}"
].join( "\n" )
}
};