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26 lines
672 B
GLSL
26 lines
672 B
GLSL
#version 120
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varying vec3 screenCoordsPassthrough;
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varying vec4 position;
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varying float depthPassthrough;
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#include "shadows_vertex.glsl"
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void main(void)
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{
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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mat4 scalemat = mat4(0.5, 0.0, 0.0, 0.0,
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0.0, -0.5, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.5, 0.5, 0.5, 1.0);
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vec4 texcoordProj = ((scalemat) * ( gl_Position));
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screenCoordsPassthrough = vec3(texcoordProj.x, texcoordProj.y, texcoordProj.w);
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position = gl_Vertex;
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depthPassthrough = gl_Position.z;
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setupShadowCoords(gl_ModelViewMatrix * gl_Vertex);
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}
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