2012-09-12 21:46:03 +00:00
|
|
|
// -*- mode: C; -*-
|
|
|
|
// Licence: GPL v2
|
|
|
|
// Author: Frederic Bouvier.
|
|
|
|
//
|
2016-08-05 11:16:23 +00:00
|
|
|
#version 120
|
2012-09-12 21:46:03 +00:00
|
|
|
|
|
|
|
varying vec3 ecNormal;
|
|
|
|
varying float alpha;
|
|
|
|
void main() {
|
|
|
|
// Determine the rotation for the building. The Color alpha value provides rotation information
|
|
|
|
float sr = sin(6.28 * gl_Color.a);
|
|
|
|
float cr = cos(6.28 * gl_Color.a);
|
|
|
|
|
|
|
|
vec3 position = gl_Vertex.xyz;
|
|
|
|
|
|
|
|
// Rotation of the building and movement into position
|
|
|
|
position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));
|
|
|
|
position = position + gl_Color.xyz;
|
|
|
|
|
|
|
|
gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);
|
|
|
|
|
|
|
|
// Rotate the normal.
|
|
|
|
ecNormal = gl_Normal;
|
|
|
|
ecNormal.xy = vec2(dot(ecNormal.xy, vec2(cr, sr)), dot(ecNormal.xy, vec2(-sr, cr)));
|
|
|
|
ecNormal = gl_NormalMatrix * ecNormal;
|
|
|
|
|
|
|
|
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
|
|
|
gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0);
|
|
|
|
gl_BackColor = vec4(1.0, 1.0, 1.0, 1.0);
|
|
|
|
alpha = 1.0;
|
|
|
|
}
|