/** * @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" ) } };