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@mohsenheydari
Last active January 22, 2023 18:59
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attribute vec4 instancePosition;
attribute float instanceAngle;
varying vec2 vUV;
void main(){
vUV = uv;
vec3 rotatedPosition = position;
rotatedPosition.x = cos( instanceAngle ) * position.x - sin( instanceAngle ) * position.y;
rotatedPosition.y = sin( instanceAngle ) * position.x + cos( instanceAngle ) * position.y;
float scale = instancePosition.w;
rotatedPosition *= scale;
vec4 mvPosition = modelViewMatrix * vec4(instancePosition.xyz, 1);
mvPosition.xyz += rotatedPosition;
gl_Position = projectionMatrix * mvPosition;
}
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