// -*- mode: C; -*- // Licence: GPL v2 // Author: Frederic Bouvier. // #version 120 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; }