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1 | 18x | export default "\n\nuniform int useScreenCoordinates;\nuniform vec3 screenPosition;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform float rotation;\nuniform vec2 scale;\nuniform vec2 alignment;\nuniform vec2 uvOffset;\nuniform vec2 uvScale;\n\nattribute vec2 position;\nattribute vec2 uv;\n\nvarying vec2 vUV;\n\nvoid main() {\n\n vUV = uvOffset + uv * uvScale;\n\n vec2 alignedPosition = position + alignment;\n\n vec2 rotatedPosition;\n rotatedPosition.x = ( cos(rotation) * alignedPosition.x - sin(rotation) * alignedPosition.y ) * scale.x;\n rotatedPosition.y = ( sin(rotation) * alignedPosition.x + cos(rotation) * alignedPosition.y ) * scale.y;\n\n vec4 finalPosition;\n\n if(useScreenCoordinates != 0) {\n finalPosition = vec4(screenPosition.xy + rotatedPosition, screenPosition.z, 1.0);\n }\n\n else {\n finalPosition = projectionMatrix * modelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0); finalPosition /= finalPosition.w;\n finalPosition.xy += rotatedPosition; \n }\n\n gl_Position = finalPosition;\n\n}\n\n"; |