shader_type spatial; void vertex() { vec3 right = normalize(cross(vec3(0.0, 1.0, 0.0), to_camera)); vec3 up = vec3(0.0, 1.0, 0.0); vec3 forward = normalize(cross(right, up)); mat4 billboard_matrix = mat4( vec4(right, 0.0), vec4(up, 0.0), vec4(forward, 0.0), vec4(model_pos, 1.0) ); MODELVIEW_MATRIX = VIEW_MATRIX * billboard_matrix; }