\n
void main()\n
{\n
- vec4 position = vec4( aPosition.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
// change the coordinate origin from the top-left of the page to its center
position.xy -= uPageSize * 0.5; \n
}\n
- position.z += aPosition.z;\n
gl_Position = uMvpMatrix * position;\n
// varying parameters for fragment shader
- vTexCoord = aTexCoord;
+ vTexCoord = mix( sTextureRect.xy, sTextureRect.zw, aTexCoord );\n;
vNormal = uNormalMatrix*normal;\n
vPosition = uModelView * position;\n
}\n