Files
kraken/KREngine/kraken_standard_assets_ios/Shaders/sprite.vsh
Kearwood Gilbert d8082ba50d Modified behaviour of KRSprite's
KRSprite's no longer have a "sprite_size" attribute.  Instead, the node's scale is used.
KRSprite's no longer orient towards the camera automatically.  This enables applications to perform their own orientation behaviours and use the sprites for UI elements that may rotate.

--HG--
branch : nfb
2014-01-15 00:53:03 -08:00

42 lines
1.9 KiB
GLSL

//
// sprite.vsh
// KREngine
//
// Copyright 2012 Kearwood Gilbert. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// The views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of Kearwood Gilbert.
//
attribute mediump vec2 vertex_uv;
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
uniform mediump vec4 viewport;
varying mediump vec2 texCoord;
void main() {
texCoord = vertex_uv;
gl_Position = mvp_matrix * vec4(vertex_uv.x * 2.0 - 1.0, vertex_uv.y * 2.0 - 1.0, 0.0, 1.0);
}