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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);
}
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