attribute highp vec2 vTex; attribute highp vec4 vAnimData;// idx, duration, frameCount (this anim), timestamp (this anim) uniform highp mat4 matrix; uniform highp float timestamp; uniform lowp float opacity; uniform highp float framecount; //maximum of all anims uniform highp float animcount; uniform highp float width; uniform highp float height; varying highp vec2 fTexA; varying highp vec2 fTexB; varying lowp float progress; void main() { //Calculate frame location in texture highp float frameIndex = mod((((timestamp - vAnimData.w)*1000.)/vAnimData.y),vAnimData.z); progress = mod((timestamp - vAnimData.w)*1000., vAnimData.y) / vAnimData.y; frameIndex = floor(frameIndex); highp vec2 frameTex; if(vTex.x == 0.) frameTex.x = (frameIndex/framecount); else frameTex.x = 1. * ((frameIndex + 1.)/framecount); if(vTex.y == 0.) frameTex.y = (vAnimData.x/animcount); else frameTex.y = 1. * ((vAnimData.x + 1.)/animcount); fTexA = frameTex; //Next frame is also passed, for interpolation if(frameIndex != vAnimData.z - 1.)//Can't do it for the last frame though, this anim may not loop frameIndex = mod(frameIndex+1., vAnimData.z); if(vTex.x == 0.) frameTex.x = (frameIndex/framecount); else frameTex.x = 1. * ((frameIndex + 1.)/framecount); if(vTex.y == 0.) frameTex.y = (vAnimData.x/animcount); else frameTex.y = 1. * ((vAnimData.x + 1.)/animcount); fTexB = frameTex; gl_Position = matrix * vec4(width * vTex.x, height * vTex.y, 0, 1); }