<Shader>
	<VertexShader>
		<Code>
			#version 120
			uniform mat4 Jen_ModelViewProjectionMatrix;
			uniform vec3 Jen_ViewPos; 
			uniform vec2 AlphaSize;
			uniform vec3 GlobalPos;
			
			attribute vec2 PosAttr;
			varying  vec2 TexCoord;
					
			void main( void )
			{
				vec3 vCameraForward = normalize(Jen_ViewPos - GlobalPos);
				vec3 vUp = vec3(0.0, 1.0, 0.0);
				vec3 vRight = normalize(cross(vUp, vCameraForward));
			//	vec3 vForward = cross(vRight, vUp);
				mat3 TransfMatrix = mat3(vRight,vUp,vec3(0.0,0.0,0.0));
				
				TexCoord.x = PosAttr.x*0.5 + 0.5;
				TexCoord.y = 1.0 - (PosAttr.y*0.5 + 0.5);
				
				gl_Position = Jen_ModelViewProjectionMatrix * vec4(TransfMatrix*vec3(PosAttr.x, PosAttr.y,0.0)*AlphaSize.y +GlobalPos, 1.0);
			}
		</Code>
	</VertexShader>
	
	<FragmentShader>
		<Code>
			#version 120
			
			uniform sampler2D DiffMap;
			uniform vec2 AlphaSize;
			varying vec2 TexCoord;
			
			void main( void )
			{
		
				gl_FragColor = vec4(texture2D(DiffMap, TexCoord).rgb, AlphaSize.x);
			}
		</Code> 
	</FragmentShader>
</Shader>
