\n
void main()\n
{\n
- vec4 position = vec4( aPosition*uSize.xy, 0.0, 1.0);\n
+ vec4 position = vec4( aPosition, 1.0);\n
vec2 currentCenter = vec2( uCommonParameters[1][2], uCommonParameters[1][3]);\n
vec2 originalCenter = vec2( uCommonParameters[0][2], uCommonParameters[0][3]);\n
vec3 normal = vec3(0.0,0.0,1.0);\n
}\n
gl_Position = uMvpMatrix * position;\n
// varying parameters for fragment shader
- vTexCoord = mix( uTextureRect.xy, uTextureRect.zw, aPosition + vec2(0.5) );\n;
+ vTexCoord = mix( sTextureRect.xy, sTextureRect.zw, aTexCoord );\n;
vNormal = uNormalMatrix*normal;\n
vPosition = uModelView * position;\n
}\n
float spineShadowCoef = 1.0; \n
// display page content
// display back image of the page, flip the texture
- if( dot(vPosition.xyz, normal) > 0.0 ) texel = texture2D( sTexture, vec2( uTextureRect.p+uTextureRect.s-vTexCoord.x, vTexCoord.y ) );\n
+ if( dot(vPosition.xyz, normal) > 0.0 ) texel = texture2D( sTexture, vec2( sTextureRect.p+sTextureRect.s-vTexCoord.x, vTexCoord.y ) );\n
// display front image of the page
else texel = texture2D( sTexture, vTexCoord );\n
// display book spine, a stripe of shadowed texture
- float pixelPos = (vTexCoord.x-uTextureRect.s)*uPageSize.x; \n
+ float pixelPos = (vTexCoord.x-sTextureRect.s)*uPageSize.x; \n
if(pixelPos < uSpineShadowParameter.x) \n
{\n
float x = pixelPos - uSpineShadowParameter.x;\n