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@@ -45,12 +45,10 @@ void main(void){
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float offsetX = uOffsetX * scale;
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float offsetY = uOffsetY * scale;
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float offsetZ = (uOffsetZ + aDepth * 0.95) * scale;
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- if (vTexCoord.x == 10.0) {
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- offsetZ -= 0.01;
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- }
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vec4 mvPosition = uModelView * aTransform * vec4(aPosition, 1.0);
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+ // TODO
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// #ifdef FIXED_SIZE
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// if (ortho) {
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// scale /= pixelRatio * ((uViewportHeight / 2.0) / -uCameraPosition.z) * 0.1;
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@@ -60,9 +58,17 @@ void main(void){
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// #endif
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vec4 mvCorner = vec4(mvPosition.xyz, 1.0);
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+
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+ if (vTexCoord.x == 10.0) { // indicates background plane
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+ // move a bit to the back, tkaing ditsnace to camera into account to avoid z-fighting
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+ offsetZ -= 0.001 * distance(uCameraPosition, (uProjection * mvCorner).xyz);
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+ }
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+
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mvCorner.xy += aMapping * size * scale;
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mvCorner.x += offsetX;
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mvCorner.y += offsetY;
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+
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+ // TODO
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// if(ortho){
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// mvCorner.xyz += normalize(-uCameraPosition) * offsetZ;
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// } else {
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